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-rw-r--r--drivers/gles3/shaders/scene.glsl4
-rw-r--r--drivers/gles3/storage/material_storage.cpp4
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp3
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp3
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp1
5 files changed, 2 insertions, 13 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) {
diff --git a/drivers/gles3/storage/material_storage.cpp b/drivers/gles3/storage/material_storage.cpp
index 13ab05c0a0..852327cf30 100644
--- a/drivers/gles3/storage/material_storage.cpp
+++ b/drivers/gles3/storage/material_storage.cpp
@@ -1178,7 +1178,6 @@ MaterialStorage::MaterialStorage() {
actions.usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";
actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
- actions.usage_defines["LIGHT"] = "#define LIGHT_SHADER_CODE_USED\n";
actions.usage_defines["SPECULAR_SHININESS"] = "#define SPECULAR_SHININESS_USED\n";
actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
@@ -1326,9 +1325,6 @@ MaterialStorage::MaterialStorage() {
actions.usage_defines["BACKLIGHT"] = "#define LIGHT_BACKLIGHT_USED\n";
actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
- actions.usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
- actions.usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
-
actions.usage_defines["FOG"] = "#define CUSTOM_FOG_USED\n";
actions.usage_defines["RADIANCE"] = "#define CUSTOM_RADIANCE_USED\n";
actions.usage_defines["IRRADIANCE"] = "#define CUSTOM_IRRADIANCE_USED\n";
diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
index 86852ce020..abb0359f0d 100644
--- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
@@ -680,9 +680,6 @@ void SceneShaderForwardClustered::init(const String p_defines) {
actions.usage_defines["BACKLIGHT"] = "#define LIGHT_BACKLIGHT_USED\n";
actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
- actions.usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
- actions.usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
-
actions.usage_defines["FOG"] = "#define CUSTOM_FOG_USED\n";
actions.usage_defines["RADIANCE"] = "#define CUSTOM_RADIANCE_USED\n";
actions.usage_defines["IRRADIANCE"] = "#define CUSTOM_IRRADIANCE_USED\n";
diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
index 043cdbc8e5..96cd5052c8 100644
--- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
@@ -584,9 +584,6 @@ void SceneShaderForwardMobile::init(const String p_defines) {
actions.usage_defines["BACKLIGHT"] = "#define LIGHT_BACKLIGHT_USED\n";
actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
- actions.usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
- actions.usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
-
actions.usage_defines["FOG"] = "#define CUSTOM_FOG_USED\n";
actions.usage_defines["RADIANCE"] = "#define CUSTOM_RADIANCE_USED\n";
actions.usage_defines["IRRADIANCE"] = "#define CUSTOM_IRRADIANCE_USED\n";
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
index 283b3ee09a..fa68565cc1 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
@@ -2579,7 +2579,6 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() {
actions.usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";
actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
- actions.usage_defines["LIGHT"] = "#define LIGHT_SHADER_CODE_USED\n";
actions.usage_defines["SPECULAR_SHININESS"] = "#define SPECULAR_SHININESS_USED\n";
actions.usage_defines["POINT_SIZE"] = "#define USE_POINT_SIZE\n";