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@@ -1206,6 +1206,7 @@ void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 bino
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float omni_attenuation = pow( max(1.0 - normalized_distance, 0.0), omni_lights[idx].light_direction_attenuation.w );
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vec3 light_attenuation = vec3(omni_attenuation);
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+#if !defined(SHADOWS_DISABLED)
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if (omni_lights[idx].light_params.w>0.5) {
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//there is a shadowmap
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@@ -1252,6 +1253,7 @@ void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 bino
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#endif
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light_attenuation*=mix(omni_lights[idx].shadow_color_contact.rgb,vec3(1.0),shadow);
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}
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+#endif //SHADOWS_DISABLED
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light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,omni_lights[idx].light_color_energy.rgb,light_attenuation,albedo,transmission,omni_lights[idx].light_params.z*p_blob_intensity,roughness,metallic,rim * omni_attenuation,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
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@@ -1270,6 +1272,7 @@ void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi
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spot_attenuation*= 1.0 - pow( spot_rim, spot_lights[idx].light_params.x);
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vec3 light_attenuation = vec3(spot_attenuation);
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+#if !defined(SHADOWS_DISABLED)
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if (spot_lights[idx].light_params.w>0.5) {
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//there is a shadowmap
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highp vec4 splane=(spot_lights[idx].shadow_matrix * vec4(vertex,1.0));
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@@ -1287,6 +1290,7 @@ void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi
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#endif
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light_attenuation*=mix(spot_lights[idx].shadow_color_contact.rgb,vec3(1.0),shadow);
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}
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+#endif //SHADOWS_DISABLED
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light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,spot_lights[idx].light_color_energy.rgb,light_attenuation,albedo,transmission,spot_lights[idx].light_params.z*p_blob_intensity,roughness,metallic,rim * spot_attenuation,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
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@@ -1785,6 +1789,7 @@ FRAGMENT_SHADER_CODE
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float depth_z = -vertex.z;
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#ifdef LIGHT_DIRECTIONAL_SHADOW
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+#if !defined(SHADOWS_DISABLED)
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#ifdef LIGHT_USE_PSSM4
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if (depth_z < shadow_split_offsets.w) {
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@@ -1927,6 +1932,7 @@ FRAGMENT_SHADER_CODE
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}
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+#endif // !defined(SHADOWS_DISABLED)
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#endif //LIGHT_DIRECTIONAL_SHADOW
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#ifdef USE_VERTEX_LIGHTING
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