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@@ -1611,6 +1611,8 @@ void main() {
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#if !defined(ADDITIVE_OMNI) && !defined(ADDITIVE_SPOT)
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+#ifndef SHADOWS_DISABLED
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+
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// Orthogonal shadows
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#if !defined(LIGHT_USE_PSSM2) && !defined(LIGHT_USE_PSSM4)
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float directional_shadow = sample_shadow(directional_shadow_atlas, directional_shadows[directional_shadow_index].shadow_atlas_pixel_size, shadow_coord);
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@@ -1717,6 +1719,9 @@ void main() {
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directional_shadow = mix(directional_shadow, 1.0, smoothstep(directional_shadows[directional_shadow_index].fade_from, directional_shadows[directional_shadow_index].fade_to, vertex.z));
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directional_shadow = mix(1.0, directional_shadow, directional_lights[directional_shadow_index].shadow_opacity);
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+#else
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+ float directional_shadow = 1.0f;
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+#endif // SHADOWS_DISABLED
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light_compute(normal, normalize(directional_lights[directional_shadow_index].direction), normalize(view), directional_lights[directional_shadow_index].size, directional_lights[directional_shadow_index].color * directional_lights[directional_shadow_index].energy, true, directional_shadow, f0, roughness, metallic, 1.0, albedo, alpha,
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#ifdef LIGHT_BACKLIGHT_USED
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backlight,
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@@ -1736,11 +1741,12 @@ void main() {
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#endif // !defined(ADDITIVE_OMNI) && !defined(ADDITIVE_SPOT)
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#ifdef ADDITIVE_OMNI
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+ float omni_shadow = 1.0f;
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+#ifndef SHADOWS_DISABLED
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vec3 light_ray = ((positional_shadows[positional_shadow_index].shadow_matrix * vec4(shadow_coord.xyz, 1.0))).xyz;
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-
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- float omni_shadow = texture(omni_shadow_texture, vec4(light_ray, length(light_ray) * omni_lights[omni_light_index].inv_radius));
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+ omni_shadow = texture(omni_shadow_texture, vec4(light_ray, length(light_ray) * omni_lights[omni_light_index].inv_radius));
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omni_shadow = mix(1.0, omni_shadow, omni_lights[omni_light_index].shadow_opacity);
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-
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+#endif // SHADOWS_DISABLED
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light_process_omni(omni_light_index, vertex, view, normal, f0, roughness, metallic, omni_shadow, albedo, alpha,
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#ifdef LIGHT_BACKLIGHT_USED
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backlight,
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@@ -1759,9 +1765,11 @@ void main() {
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#endif // ADDITIVE_OMNI
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#ifdef ADDITIVE_SPOT
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- float spot_shadow = sample_shadow(spot_shadow_texture, positional_shadows[positional_shadow_index].shadow_atlas_pixel_size, shadow_coord);
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+ float spot_shadow = 1.0f;
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+#ifndef SHADOWS_DISABLED
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+ spot_shadow = sample_shadow(spot_shadow_texture, positional_shadows[positional_shadow_index].shadow_atlas_pixel_size, shadow_coord);
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spot_shadow = mix(1.0, spot_shadow, spot_lights[spot_light_index].shadow_opacity);
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-
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+#endif // SHADOWS_DISABLED
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light_process_spot(spot_light_index, vertex, view, normal, f0, roughness, metallic, spot_shadow, albedo, alpha,
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#ifdef LIGHT_BACKLIGHT_USED
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backlight,
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