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
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@@ -94,6 +94,7 @@ float VectorToDepthValue(vec3 vec, float zNear, float zFar)
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return (normZ + 1.0) * 0.5;
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}
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#if SHADOW_MAPPING
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float CalculateDirectionalShadowFactor(int lightIndex)
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{
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vec4 lightSpacePos = vLightSpacePos[lightIndex];
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@@ -119,6 +120,7 @@ float CalculateSpotShadowFactor(int lightIndex)
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return visibility;
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}
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#endif
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void main()
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{
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File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
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