Fix broken light_compute in mobile renderer
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3e214a8838
commit
df3b42411d
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@ -1345,7 +1345,7 @@ void main() {
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#endif
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#endif
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blur_shadow(shadow);
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blur_shadow(shadow);
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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,
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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,
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#ifdef LIGHT_BACKLIGHT_USED
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#ifdef LIGHT_BACKLIGHT_USED
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backlight,
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backlight,
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#endif
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#endif
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@ -1358,7 +1358,7 @@ void main() {
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#endif
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#endif
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*/
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*/
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#ifdef LIGHT_RIM_USED
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#ifdef LIGHT_RIM_USED
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rim, rim_tint, albedo,
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rim, rim_tint,
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#endif
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#endif
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#ifdef LIGHT_CLEARCOAT_USED
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#ifdef LIGHT_CLEARCOAT_USED
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clearcoat, clearcoat_gloss,
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clearcoat, clearcoat_gloss,
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@ -1368,9 +1368,6 @@ void main() {
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#endif
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#endif
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#ifdef USE_SOFT_SHADOW
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#ifdef USE_SOFT_SHADOW
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directional_lights.data[i].size,
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directional_lights.data[i].size,
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#endif
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#ifdef USE_SHADOW_TO_OPACITY
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alpha,
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#endif
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#endif
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diffuse_light,
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diffuse_light,
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specular_light);
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specular_light);
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