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@@ -1046,7 +1046,7 @@ void main() {
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#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
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if (!sc_disable_directional_lights) { //directional light
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-
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+#ifndef SHADOWS_DISABLED
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// Do shadow and lighting in two passes to reduce register pressure
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uint shadow0 = 0;
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uint shadow1 = 0;
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@@ -1322,6 +1322,8 @@ void main() {
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}
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}
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+#endif // SHADOWS_DISABLED
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+
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for (uint i = 0; i < 8; i++) {
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if (i >= scene_data.directional_light_count) {
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break;
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@@ -1334,13 +1336,13 @@ void main() {
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// We're not doing light transmittence
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float shadow = 1.0;
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-
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+#ifndef SHADOWS_DISABLED
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if (i < 4) {
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shadow = float(shadow0 >> (i * 8) & 0xFF) / 255.0;
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} else {
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shadow = float(shadow1 >> ((i - 4) * 8) & 0xFF) / 255.0;
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}
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-
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+#endif
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blur_shadow(shadow);
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light_compute(normal, directional_lights.data[i].direction, normalize(view), 0.0, directional_lights.data[i].color * directional_lights.data[i].energy, shadow, f0, orms, 1.0,
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