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authorPedro J. Estébanez2016-09-07 00:22:28 +0200
committerRémi Verschelde2016-09-18 23:10:26 +0200
commitffe5ecd67da9af157e7ddf5861a7c0d6ccc4ca30 (patch)
tree851ccbc638c7d6f54e88850b1386e93253137351
parente0ddef3164600c21c38cb38034fd89ea919df0aa (diff)
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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 b69e422af930ba6b6e539607e9c7cf0b962ee196)
-rw-r--r--drivers/gles2/rasterizer_gles2.cpp4
-rw-r--r--drivers/gles2/shaders/canvas.glsl4
-rw-r--r--drivers/gles2/shaders/material.glsl4
3 files changed, 6 insertions, 6 deletions
diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp
index ba93a26a2..2b1a11ab9 100644
--- a/drivers/gles2/rasterizer_gles2.cpp
+++ b/drivers/gles2/rasterizer_gles2.cpp
@@ -4666,7 +4666,7 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const {
enablers.push_back("#define USE_LIGHT_SHADER_CODE\n");
}
if (light_flags.uses_shadow_color) {
- enablers.push_back("#define USE_LIGHT_SHADOW_COLOR\n");
+ enablers.push_back("#define USE_OUTPUT_SHADOW_COLOR\n");
}
if (light_flags.uses_time || fragment_flags.uses_time || vertex_flags.uses_time) {
enablers.push_back("#define USE_TIME\n");
@@ -4709,7 +4709,7 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const {
enablers.push_back("#define USE_TEXPIXEL_SIZE\n");
}
if (light_flags.uses_shadow_color) {
- enablers.push_back("#define USE_LIGHT_SHADOW_COLOR\n");
+ enablers.push_back("#define USE_OUTPUT_SHADOW_COLOR\n");
}
if (vertex_flags.uses_worldvec) {
diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl
index 285abd30f..5f4767940 100644
--- a/drivers/gles2/shaders/canvas.glsl
+++ b/drivers/gles2/shaders/canvas.glsl
@@ -244,7 +244,7 @@ FRAGMENT_SHADER_CODE
vec2 light_uv = light_uv_interp.xy;
vec4 light = texture2D(light_texture,light_uv) * light_color;
-#if defined(USE_LIGHT_SHADOW_COLOR)
+#if defined(USE_OUTPUT_SHADOW_COLOR)
vec4 shadow_color=vec4(0.0,0.0,0.0,0.0);
#endif
@@ -380,7 +380,7 @@ LIGHT_SHADER_CODE
#endif
-#if defined(USE_LIGHT_SHADOW_COLOR)
+#if defined(USE_OUTPUT_SHADOW_COLOR)
color=mix(shadow_color,color,shadow_attenuation);
#else
//color*=shadow_attenuation;
diff --git a/drivers/gles2/shaders/material.glsl b/drivers/gles2/shaders/material.glsl
index e68949b05..0d63f85ec 100644
--- a/drivers/gles2/shaders/material.glsl
+++ b/drivers/gles2/shaders/material.glsl
@@ -1181,7 +1181,7 @@ FRAGMENT_SHADER_CODE
vec3 mdiffuse = diffuse.rgb;
vec3 light;
-#if defined(USE_LIGHT_SHADOW_COLOR)
+#if defined(USE_OUTPUT_SHADOW_COLOR)
vec3 shadow_color=vec3(0.0,0.0,0.0);
#endif
@@ -1205,7 +1205,7 @@ LIGHT_SHADER_CODE
#endif
diffuse.rgb = const_light_mult * ambient_light *diffuse.rgb + light * attenuation * shadow_attenuation;
-#if defined(USE_LIGHT_SHADOW_COLOR)
+#if defined(USE_OUTPUT_SHADOW_COLOR)
diffuse.rgb += light * shadow_color * attenuation * (1.0 - shadow_attenuation);
#endif