diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl index 87a615ade1d..8d32627bf28 100644 --- a/drivers/gles2/shaders/canvas.glsl +++ b/drivers/gles2/shaders/canvas.glsl @@ -73,8 +73,6 @@ void main() { vec4 outvec = vec4(vertex.xy, 0.0, 1.0); uv_interp = uv_attrib; - - #endif { diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl index 8ccaeda0ce0..32721c892b0 100644 --- a/drivers/gles2/shaders/scene.glsl +++ b/drivers/gles2/shaders/scene.glsl @@ -1091,7 +1091,6 @@ void light_compute( inout vec3 diffuse_light, inout vec3 specular_light) { - //this makes lights behave closer to linear, but then addition of lights looks bad //better left disabled