ffe5ecd67d
The macro USE_LIGHT_SHADOW_COLOR actually was being defined when the shader used SHADOW (the output shadow color), not the shadow color set for the light so it's better named USE_OUTPUT_SHADOW_COLOR. In 3D there's not that difference but renaming as well for consistency.
(cherry picked from commit
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blur.glsl | ||
canvas_shadow.glsl | ||
canvas.glsl | ||
copy.glsl | ||
material.glsl | ||
SCsub |