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@@ -433,19 +433,14 @@ FRAGMENT_SHADER_CODE
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#ifdef SHADOW_USE_GRADIENT
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-#define SHADOW_TEST(m_ofs) \
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- { \
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- highp float sd = SHADOW_DEPTH(shadow_texture, vec2(m_ofs, sh)); \
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- shadow_attenuation += 1.0 - smoothstep(sd, sd + shadow_gradient, sz); \
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- }
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+ /* clang-format off */
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+ /* GLSL es 100 doesn't support line continuation characters(backslashes) */
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+#define SHADOW_TEST(m_ofs) { highp float sd = SHADOW_DEPTH(shadow_texture, vec2(m_ofs, sh)); shadow_attenuation += 1.0 - smoothstep(sd, sd + shadow_gradient, sz); }
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#else
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-#define SHADOW_TEST(m_ofs) \
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- { \
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- highp float sd = SHADOW_DEPTH(shadow_texture, vec2(m_ofs, sh)); \
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- shadow_attenuation += step(sz, sd); \
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- }
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+#define SHADOW_TEST(m_ofs) { highp float sd = SHADOW_DEPTH(shadow_texture, vec2(m_ofs, sh)); shadow_attenuation += step(sz, sd); }
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+ /* clang-format on */
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#endif
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