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| author | Pedro J. Estébanez | 2016-09-07 00:22:28 +0200 |
|---|---|---|
| committer | Rémi Verschelde | 2016-09-18 23:10:26 +0200 |
| commit | ffe5ecd67da9af157e7ddf5861a7c0d6ccc4ca30 (patch) | |
| tree | 851ccbc638c7d6f54e88850b1386e93253137351 /tools/editor | |
| parent | e0ddef3164600c21c38cb38034fd89ea919df0aa (diff) | |
| download | godot-ffe5ecd67da9af157e7ddf5861a7c0d6ccc4ca30.tar.gz godot-ffe5ecd67da9af157e7ddf5861a7c0d6ccc4ca30.tar.zst godot-ffe5ecd67da9af157e7ddf5861a7c0d6ccc4ca30.zip | |
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)
Diffstat (limited to 'tools/editor')
0 files changed, 0 insertions, 0 deletions
