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authorYuri Sizov <yuris@humnom.net>2024-01-25 16:27:14 +0100
committerYuri Sizov <yuris@humnom.net>2024-01-25 16:27:14 +0100
commit3f7ea71e883049d41051a6f58828a98c4d7b0eae (patch)
tree0dfe59fc7483b39f486176be138c181b3b459773 /drivers/gles3/shaders
parent1b83e8ae8132a9197719c10b8824767d8a26a214 (diff)
parent2004ad1ac57a7d30718f7eeda9b50fe36df005d0 (diff)
downloadredot-engine-3f7ea71e883049d41051a6f58828a98c4d7b0eae.tar.gz
Merge pull request #87495 from jsjtxietian/USE_LIGHT_SHADER_CODE
Clean up outdated `USE_LIGHT_SHADER_CODE` usage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 6e28228370..421040510c 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -942,7 +942,7 @@ 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;
@@ -1078,7 +1078,7 @@ 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) {