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authorjsjtxietian <jsjtxietian@outlook.com>2024-01-23 12:47:58 +0800
committerjsjtxietian <jsjtxietian@outlook.com>2024-01-24 12:30:27 +0800
commit2004ad1ac57a7d30718f7eeda9b50fe36df005d0 (patch)
tree300f6efac856859acfffedd6095838e587123779 /drivers/gles3/shaders
parent6fea273ed3df7d4be9674d35aae698731fa823ea (diff)
downloadredot-engine-2004ad1ac57a7d30718f7eeda9b50fe36df005d0.tar.gz
Clean up outdated `USE_LIGHT_SHADER_CODE` usage
Diffstat (limited to 'drivers/gles3/shaders')
-rw-r--r--drivers/gles3/shaders/scene.glsl4
1 files changed, 2 insertions, 2 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index e95d684763..3e52af16eb 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -936,7 +936,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, bool is_di
#endif
inout vec3 diffuse_light, inout vec3 specular_light) {
-#if defined(USE_LIGHT_SHADER_CODE)
+#if defined(LIGHT_CODE_USED)
// light is written by the light shader
highp mat4 model_matrix = world_transform;
@@ -1072,7 +1072,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, bool is_di
alpha = min(alpha, clamp(1.0 - attenuation, 0.0, 1.0));
#endif
-#endif // USE_LIGHT_SHADER_CODE
+#endif // LIGHT_CODE_USED
}
float get_omni_spot_attenuation(float distance, float inv_range, float decay) {