From 076a342a4eabe334eb54f53a811e7fc8898639f1 Mon Sep 17 00:00:00 2001 From: JFonS Date: Sun, 10 Feb 2019 21:14:32 +0100 Subject: [PATCH] Make LIGHT_VEC affect 2D shadows again --- drivers/gles2/shaders/canvas.glsl | 1 - drivers/gles3/shaders/canvas.glsl | 1 - 2 files changed, 2 deletions(-) diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl index c4a8c8b9908..23cb7a7f311 100644 --- a/drivers/gles2/shaders/canvas.glsl +++ b/drivers/gles2/shaders/canvas.glsl @@ -414,7 +414,6 @@ FRAGMENT_SHADER_CODE color *= light; #ifdef USE_SHADOWS - light_vec = light_uv_interp.zw; //for shadows float angle_to_light = -atan(light_vec.x, light_vec.y); float PI = 3.14159265358979323846264; /*int i = int(mod(floor((angle_to_light+7.0*PI/6.0)/(4.0*PI/6.0))+1.0, 3.0)); // +1 pq os indices estao em ordem 2,0,1 nos arrays diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl index 974eff86f37..90775c841fc 100644 --- a/drivers/gles3/shaders/canvas.glsl +++ b/drivers/gles3/shaders/canvas.glsl @@ -549,7 +549,6 @@ FRAGMENT_SHADER_CODE color *= light; #ifdef USE_SHADOWS - light_vec = light_uv_interp.zw; //for shadows float angle_to_light = -atan(light_vec.x, light_vec.y); float PI = 3.14159265358979323846264; /*int i = int(mod(floor((angle_to_light+7.0*PI/6.0)/(4.0*PI/6.0))+1.0, 3.0)); // +1 pq os indices estao em ordem 2,0,1 nos arrays