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Fix shader compilation error with anisotropy

clayjohn 3 years ago
parent
commit
2da35d2b94

+ 1 - 1
servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl

@@ -15,7 +15,7 @@
 #include "cluster_data_inc.glsl"
 #include "decal_data_inc.glsl"
 
-#if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(MODE_RENDER_SDF) || defined(MODE_RENDER_NORMAL_ROUGHNESS) || defined(MODE_RENDER_VOXEL_GI) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED)
+#if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(MODE_RENDER_SDF) || defined(MODE_RENDER_NORMAL_ROUGHNESS) || defined(MODE_RENDER_VOXEL_GI) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
 #ifndef NORMAL_USED
 #define NORMAL_USED
 #endif

+ 1 - 1
servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl

@@ -7,7 +7,7 @@
 
 #include "decal_data_inc.glsl"
 
-#if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED)
+#if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
 #ifndef NORMAL_USED
 #define NORMAL_USED
 #endif