Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl
- index abc287bd4..5c9eb88bf 100644
- --- a/drivers/gles3/shaders/canvas.glsl
- +++ b/drivers/gles3/shaders/canvas.glsl
- @@ -513,7 +513,7 @@ FRAGMENT_SHADER_CODE
- #ifdef USE_LIGHTING
- vec2 light_vec = transformed_light_uv;
- - vec2 shadow_vec = light_uv_interp.zw;
- + vec2 shadow_vec = transformed_light_uv;
- if (normal_used) {
- normal.xy = mat2(local_rot.xy, local_rot.zw) * normal.xy;
- @@ -561,6 +561,13 @@ FRAGMENT_SHADER_CODE
- #ifdef USE_SHADOWS
- + mat3 inverse_light_matrix = mat3(light_matrix);
- + inverse_light_matrix[0] = normalize(inverse_light_matrix[0]);
- + inverse_light_matrix[1] = normalize(inverse_light_matrix[1]);
- + inverse_light_matrix[2] = normalize(inverse_light_matrix[2]);
- +
- + shadow_vec = (inverse_light_matrix * vec3(shadow_vec, 0.0)).xy;
- +
- float angle_to_light = -atan(shadow_vec.x, shadow_vec.y);
- float PI = 3.14159265358979323846264;
- /*int i = int(mod(floor((angle_to_light+7.0*PI/6.0)/(4.0*PI/6.0))+1.0, 3.0)); // +1 pq os indices estao em ordem 2,0,1 nos arrays
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement