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authorclayjohn <claynjohn@gmail.com>2023-04-28 16:02:10 -0700
committerclayjohn <claynjohn@gmail.com>2023-04-28 17:53:56 -0700
commitca23d06a3140ef2f90d25529414137072e05aace (patch)
tree6bda34205c77f20e4b1cc8d5c70d27899251b4e7 /servers/rendering/renderer_rd/storage_rd
parent9f12e7b52d944281a39b7d3a33de6700c76cc23a (diff)
downloadredot-engine-ca23d06a3140ef2f90d25529414137072e05aace.tar.gz
Re-implement the PSSM_SPLITS debug option
This uses a render_mode instead of shadow_color to avoid adding a cost to the basic shader
Diffstat (limited to 'servers/rendering/renderer_rd/storage_rd')
-rw-r--r--servers/rendering/renderer_rd/storage_rd/light_storage.cpp4
1 files changed, 0 insertions, 4 deletions
diff --git a/servers/rendering/renderer_rd/storage_rd/light_storage.cpp b/servers/rendering/renderer_rd/storage_rd/light_storage.cpp
index e65d842a67..a5ec62b546 100644
--- a/servers/rendering/renderer_rd/storage_rd/light_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/light_storage.cpp
@@ -634,10 +634,6 @@ void LightStorage::update_light_buffers(RenderDataRD *p_render_data, const Paged
light_data.size = 1.0 - Math::cos(Math::deg_to_rad(size)); //angle to cosine offset
- if (RendererSceneRenderRD::get_singleton()->get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS) {
- WARN_PRINT_ONCE("The DirectionalLight3D PSSM splits debug draw mode is not reimplemented yet.");
- }
-
light_data.shadow_opacity = (p_using_shadows && light->shadow)
? light->param[RS::LIGHT_PARAM_SHADOW_OPACITY]
: 0.0;