Rename misleading define
The macro USE_LIGHT_SHADOW_COLOR actually was being defined when the shader used SHADOW (the output shadow color), not the shadow color set for the light so it's better named USE_OUTPUT_SHADOW_COLOR. In 3D there's not that difference but renaming as well for consistency.
(cherry picked from commit b69e422af9
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e0ddef3164
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3 changed files with 6 additions and 6 deletions
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@ -4666,7 +4666,7 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const {
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enablers.push_back("#define USE_LIGHT_SHADER_CODE\n");
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enablers.push_back("#define USE_LIGHT_SHADER_CODE\n");
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}
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}
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if (light_flags.uses_shadow_color) {
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if (light_flags.uses_shadow_color) {
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enablers.push_back("#define USE_LIGHT_SHADOW_COLOR\n");
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enablers.push_back("#define USE_OUTPUT_SHADOW_COLOR\n");
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}
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}
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if (light_flags.uses_time || fragment_flags.uses_time || vertex_flags.uses_time) {
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if (light_flags.uses_time || fragment_flags.uses_time || vertex_flags.uses_time) {
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enablers.push_back("#define USE_TIME\n");
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enablers.push_back("#define USE_TIME\n");
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@ -4709,7 +4709,7 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const {
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enablers.push_back("#define USE_TEXPIXEL_SIZE\n");
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enablers.push_back("#define USE_TEXPIXEL_SIZE\n");
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}
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}
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if (light_flags.uses_shadow_color) {
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if (light_flags.uses_shadow_color) {
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enablers.push_back("#define USE_LIGHT_SHADOW_COLOR\n");
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enablers.push_back("#define USE_OUTPUT_SHADOW_COLOR\n");
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}
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}
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if (vertex_flags.uses_worldvec) {
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if (vertex_flags.uses_worldvec) {
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@ -244,7 +244,7 @@ FRAGMENT_SHADER_CODE
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vec2 light_uv = light_uv_interp.xy;
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vec2 light_uv = light_uv_interp.xy;
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vec4 light = texture2D(light_texture,light_uv) * light_color;
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vec4 light = texture2D(light_texture,light_uv) * light_color;
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#if defined(USE_LIGHT_SHADOW_COLOR)
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#if defined(USE_OUTPUT_SHADOW_COLOR)
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vec4 shadow_color=vec4(0.0,0.0,0.0,0.0);
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vec4 shadow_color=vec4(0.0,0.0,0.0,0.0);
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#endif
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#endif
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@ -380,7 +380,7 @@ LIGHT_SHADER_CODE
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#endif
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#endif
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#if defined(USE_LIGHT_SHADOW_COLOR)
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#if defined(USE_OUTPUT_SHADOW_COLOR)
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color=mix(shadow_color,color,shadow_attenuation);
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color=mix(shadow_color,color,shadow_attenuation);
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#else
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#else
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//color*=shadow_attenuation;
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//color*=shadow_attenuation;
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@ -1181,7 +1181,7 @@ FRAGMENT_SHADER_CODE
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vec3 mdiffuse = diffuse.rgb;
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vec3 mdiffuse = diffuse.rgb;
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vec3 light;
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vec3 light;
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#if defined(USE_LIGHT_SHADOW_COLOR)
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#if defined(USE_OUTPUT_SHADOW_COLOR)
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vec3 shadow_color=vec3(0.0,0.0,0.0);
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vec3 shadow_color=vec3(0.0,0.0,0.0);
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#endif
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#endif
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@ -1205,7 +1205,7 @@ LIGHT_SHADER_CODE
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#endif
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#endif
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diffuse.rgb = const_light_mult * ambient_light *diffuse.rgb + light * attenuation * shadow_attenuation;
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diffuse.rgb = const_light_mult * ambient_light *diffuse.rgb + light * attenuation * shadow_attenuation;
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#if defined(USE_LIGHT_SHADOW_COLOR)
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#if defined(USE_OUTPUT_SHADOW_COLOR)
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diffuse.rgb += light * shadow_color * attenuation * (1.0 - shadow_attenuation);
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diffuse.rgb += light * shadow_color * attenuation * (1.0 - shadow_attenuation);
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#endif
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#endif
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