Graphics: Prevent shadow-mapping code to compile without shadow-mapping
Temporary fix for OpenGL 3.3 Former-commit-id: 38067e4e19ce5e7e0a804fdeb4c1ad9fcc9f415e [formerly c9878c521ccb78ff86ba5ce823acb009717b9bb8] Former-commit-id: 22915443375dd97584f9e5408dcf308d5801f7b0
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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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return (normZ + 1.0) * 0.5;
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}
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}
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#if SHADOW_MAPPING
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float CalculateDirectionalShadowFactor(int lightIndex)
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float CalculateDirectionalShadowFactor(int lightIndex)
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{
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{
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vec4 lightSpacePos = vLightSpacePos[lightIndex];
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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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return visibility;
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}
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}
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#endif
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void main()
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void main()
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{
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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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