Fix broken light_compute in mobile renderer

This commit is contained in:
Yuri Roubinsky 2021-11-13 17:24:31 +03:00
parent 3e214a8838
commit df3b42411d
1 changed files with 2 additions and 5 deletions

View File

@ -1345,7 +1345,7 @@ void main() {
#endif #endif
blur_shadow(shadow); blur_shadow(shadow);
light_compute(normal, directional_lights.data[i].direction, normalize(view), 0.0, directional_lights.data[i].color * directional_lights.data[i].energy, shadow, f0, orms, 1.0, light_compute(normal, directional_lights.data[i].direction, normalize(view), 0.0, directional_lights.data[i].color * directional_lights.data[i].energy, shadow, f0, orms, 1.0, albedo, alpha,
#ifdef LIGHT_BACKLIGHT_USED #ifdef LIGHT_BACKLIGHT_USED
backlight, backlight,
#endif #endif
@ -1358,7 +1358,7 @@ void main() {
#endif #endif
*/ */
#ifdef LIGHT_RIM_USED #ifdef LIGHT_RIM_USED
rim, rim_tint, albedo, rim, rim_tint,
#endif #endif
#ifdef LIGHT_CLEARCOAT_USED #ifdef LIGHT_CLEARCOAT_USED
clearcoat, clearcoat_gloss, clearcoat, clearcoat_gloss,
@ -1368,9 +1368,6 @@ void main() {
#endif #endif
#ifdef USE_SOFT_SHADOW #ifdef USE_SOFT_SHADOW
directional_lights.data[i].size, directional_lights.data[i].size,
#endif
#ifdef USE_SHADOW_TO_OPACITY
alpha,
#endif #endif
diffuse_light, diffuse_light,
specular_light); specular_light);