Graphics: Prevent shadow-mapping code to compile without shadow-mapping

Temporary fix for OpenGL 3.3


Former-commit-id: 52d8ae54ee861f85e0cd2c66848c933227d02041 [formerly 3a43b5badc40d76aeca49795ad36d6475510ae68]
Former-commit-id: 39bf34c0ae386859a5bc74106ffccca5adf78475
This commit is contained in:
Lynix 2016-06-02 13:49:30 +02:00
parent b934eef2a3
commit 0ee76b30a9
4 changed files with 5 additions and 3 deletions

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View File

@ -94,6 +94,7 @@ float VectorToDepthValue(vec3 vec, float zNear, float zFar)
return (normZ + 1.0) * 0.5;
}
#if SHADOW_MAPPING
float CalculateDirectionalShadowFactor(int lightIndex)
{
vec4 lightSpacePos = vLightSpacePos[lightIndex];
@ -119,6 +120,7 @@ float CalculateSpotShadowFactor(int lightIndex)
return visibility;
}
#endif
void main()
{

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