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| author | Rémi Verschelde | 2017-12-15 16:55:55 +0100 |
|---|---|---|
| committer | GitHub | 2017-12-15 16:55:55 +0100 |
| commit | 72d5ae84b30c805692e132e2103e14e6cc304e34 (patch) | |
| tree | d47327d785467f0f65df745fa20cec0f61e7b82a | |
| parent | 68cf66cb56f12594abbec36dabc93ceba6bba961 (diff) | |
| parent | 6f114c50a7e74a68630525e3a061e88d2c152580 (diff) | |
| download | godot-72d5ae84b30c805692e132e2103e14e6cc304e34.tar.gz godot-72d5ae84b30c805692e132e2103e14e6cc304e34.tar.zst godot-72d5ae84b30c805692e132e2103e14e6cc304e34.zip | |
Merge pull request #14656 from apezel/master
Fixes built-In "LIGHT" causing fragment compilation error
| -rw-r--r-- | drivers/gles3/shader_compiler_gles3.cpp | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp index 21102e8c2..101978548 100644 --- a/drivers/gles3/shader_compiler_gles3.cpp +++ b/drivers/gles3/shader_compiler_gles3.cpp @@ -812,6 +812,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { //for light actions[VS::SHADER_SPATIAL].renames["VIEW"] = "view"; actions[VS::SHADER_SPATIAL].renames["LIGHT_COLOR"] = "light_color"; + actions[VS::SHADER_SPATIAL].renames["LIGHT"] = "light"; actions[VS::SHADER_SPATIAL].renames["ATTENUATION"] = "attenuation"; actions[VS::SHADER_SPATIAL].renames["DIFFUSE_LIGHT"] = "diffuse_light"; actions[VS::SHADER_SPATIAL].renames["SPECULAR_LIGHT"] = "specular_light"; |
