From 081d016e6020e79a9bec90a8b2c0c5e6fdc9b9ea Mon Sep 17 00:00:00 2001
From: clayjohn <claynjohn@gmail.com>
Date: Sat, 3 Oct 2020 12:15:58 -0700
Subject: [PATCH] Use separate texture unit for light_texture

---
 drivers/gles2/rasterizer_canvas_gles2.cpp | 4 ++--
 drivers/gles2/shaders/canvas.glsl         | 2 +-
 2 files changed, 3 insertions(+), 3 deletions(-)

diff --git a/drivers/gles2/rasterizer_canvas_gles2.cpp b/drivers/gles2/rasterizer_canvas_gles2.cpp
index 711648bd379..3c97a9ff8c4 100644
--- a/drivers/gles2/rasterizer_canvas_gles2.cpp
+++ b/drivers/gles2/rasterizer_canvas_gles2.cpp
@@ -2604,7 +2604,7 @@ void RasterizerCanvasGLES2::_canvas_render_item(Item *p_ci, RenderItemState &r_r
 				_set_uniforms();
 				state.canvas_shader.use_material((void *)material_ptr);
 
-				glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
+				glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 6);
 				RasterizerStorageGLES2::Texture *t = storage->texture_owner.getornull(light->texture);
 				if (!t) {
 					glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
@@ -3000,7 +3000,7 @@ void RasterizerCanvasGLES2::render_joined_item(const BItemJoined &p_bij, RenderI
 				_set_uniforms();
 				state.canvas_shader.use_material((void *)material_ptr);
 
-				glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
+				glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 6);
 				RasterizerStorageGLES2::Texture *t = storage->texture_owner.getornull(light->texture);
 				if (!t) {
 					glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl
index 04f313d3439..38b9998d63d 100644
--- a/drivers/gles2/shaders/canvas.glsl
+++ b/drivers/gles2/shaders/canvas.glsl
@@ -333,7 +333,7 @@ uniform highp float light_height;
 uniform highp float light_outside_alpha;
 uniform highp float shadow_distance_mult;
 
-uniform lowp sampler2D light_texture; // texunit:-4
+uniform lowp sampler2D light_texture; // texunit:-6
 varying vec4 light_uv_interp;
 varying vec2 transformed_light_uv;