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:
parent
b934eef2a3
commit
0ee76b30a9
File diff suppressed because one or more lines are too long
|
|
@ -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()
|
||||
{
|
||||
|
|
|
|||
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
Loading…
Reference in New Issue