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@@ -936,7 +936,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, bool is_di
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#endif
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inout vec3 diffuse_light, inout vec3 specular_light) {
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-#if defined(USE_LIGHT_SHADER_CODE)
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+#if defined(LIGHT_CODE_USED)
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// light is written by the light shader
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highp mat4 model_matrix = world_transform;
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@@ -1072,7 +1072,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, bool is_di
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alpha = min(alpha, clamp(1.0 - attenuation, 0.0, 1.0));
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#endif
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-#endif // USE_LIGHT_SHADER_CODE
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+#endif // LIGHT_CODE_USED
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}
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float get_omni_spot_attenuation(float distance, float inv_range, float decay) {
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