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

Temporary fix for OpenGL 3.3


Former-commit-id: 50b368b62fc0eba5507e4bf3c4f825eedf35cc8b [formerly 6a5258a1ecd4991937a4446684043f52bc60215c]
Former-commit-id: 70f890125f05d0c4e16f38535a3ca9c6848bf35b
This commit is contained in:
Lynix 2016-06-02 13:49:30 +02:00
parent 5cac6cbe3d
commit ce90bd43d6
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; return (normZ + 1.0) * 0.5;
} }
#if SHADOW_MAPPING
float CalculateDirectionalShadowFactor(int lightIndex) float CalculateDirectionalShadowFactor(int lightIndex)
{ {
vec4 lightSpacePos = vLightSpacePos[lightIndex]; vec4 lightSpacePos = vLightSpacePos[lightIndex];
@ -119,6 +120,7 @@ float CalculateSpotShadowFactor(int lightIndex)
return visibility; return visibility;
} }
#endif
void main() void main()
{ {

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