Merge pull request #11774 from ISylvox/fix-msvc-build

Fixed MSVC build issue introduced by c864b78
This commit is contained in:
Leon Krause 2017-10-02 17:06:21 +02:00 committed by GitHub
commit 36298186f4
1 changed files with 10 additions and 10 deletions

View File

@ -28,7 +28,7 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "rasterizer_scene_gles3.h"
#include "math_funcs.h"
#include "os/os.h"
#include "project_settings.h"
#include "rasterizer_canvas_gles3.h"
@ -2535,9 +2535,9 @@ void RasterizerSceneGLES3::_setup_directional_light(int p_index, const Transform
Color linear_col = li->light_ptr->color.to_linear();
//compensate normalized diffuse range by multiplying by PI
ubo_data.light_color_energy[0] = linear_col.r * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * M_PI;
ubo_data.light_color_energy[1] = linear_col.g * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * M_PI;
ubo_data.light_color_energy[2] = linear_col.b * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * M_PI;
ubo_data.light_color_energy[0] = linear_col.r * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * Math_PI;
ubo_data.light_color_energy[1] = linear_col.g * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * Math_PI;
ubo_data.light_color_energy[2] = linear_col.b * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * Math_PI;
ubo_data.light_color_energy[3] = 0;
//omni, keep at 0
@ -2675,9 +2675,9 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result, int p_light_c
float sign = li->light_ptr->negative ? -1 : 1;
Color linear_col = li->light_ptr->color.to_linear();
ubo_data.light_color_energy[0] = linear_col.r * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * M_PI;
ubo_data.light_color_energy[1] = linear_col.g * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * M_PI;
ubo_data.light_color_energy[2] = linear_col.b * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * M_PI;
ubo_data.light_color_energy[0] = linear_col.r * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * Math_PI;
ubo_data.light_color_energy[1] = linear_col.g * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * Math_PI;
ubo_data.light_color_energy[2] = linear_col.b * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * Math_PI;
ubo_data.light_color_energy[3] = 0;
Vector3 pos = p_camera_inverse_transform.xform(li->transform.origin);
@ -2761,9 +2761,9 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result, int p_light_c
float sign = li->light_ptr->negative ? -1 : 1;
Color linear_col = li->light_ptr->color.to_linear();
ubo_data.light_color_energy[0] = linear_col.r * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * M_PI;
ubo_data.light_color_energy[1] = linear_col.g * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * M_PI;
ubo_data.light_color_energy[2] = linear_col.b * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * M_PI;
ubo_data.light_color_energy[0] = linear_col.r * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * Math_PI;
ubo_data.light_color_energy[1] = linear_col.g * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * Math_PI;
ubo_data.light_color_energy[2] = linear_col.b * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * Math_PI;
ubo_data.light_color_energy[3] = 0;
Vector3 pos = p_camera_inverse_transform.xform(li->transform.origin);