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author | Rémi Verschelde <rverschelde@gmail.com> | 2023-06-09 11:04:46 +0200 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2023-06-09 11:04:46 +0200 |
commit | 9ce42d176dc0ded24c8ea1c0d6e74d78022c8535 (patch) | |
tree | 62c543f71df94fba3cbf5e0a7a92a85ec06fdd81 /drivers/gles3/shaders | |
parent | 166643df326724ab439721dcf1eb2d367ae5b744 (diff) | |
parent | e2321c21dbf353b2ba1f22283054584109a6c1fa (diff) | |
download | redot-engine-9ce42d176dc0ded24c8ea1c0d6e74d78022c8535.tar.gz |
Merge pull request #76977 from manueldun/light-shader-builtins
Enable the use of all supported builtins on the light shader
Diffstat (limited to 'drivers/gles3/shaders')
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 37976bb9a0..aa68febec8 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -642,6 +642,10 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, bool is_di #if defined(USE_LIGHT_SHADER_CODE) // light is written by the light shader + highp mat4 model_matrix = world_transform; + mat4 projection_matrix = scene_data.projection_matrix; + mat4 inv_projection_matrix = scene_data.inv_projection_matrix; + vec3 normal = N; vec3 light = L; vec3 view = V; |