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
This commit is contained in:
Lynix 2016-06-02 13:49:30 +02:00
parent 94ed1cca32
commit e94dc90f06
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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