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Ensure matching interpolator order with point lights, critical on D3D11. Closes #1048.

Lasse Öörni 10 years ago
parent
commit
e1cae7077f

+ 1 - 1
bin/CoreData/Shaders/HLSL/LitParticle.hlsl

@@ -103,7 +103,7 @@ void PS(float2 iTexCoord : TEXCOORD0,
         #ifdef SPOTLIGHT
         #ifdef SPOTLIGHT
             float4 iSpotPos : TEXCOORD5,
             float4 iSpotPos : TEXCOORD5,
         #endif
         #endif
-        #ifdef CUBEMASK
+        #ifdef POINTLIGHT
             float3 iCubeMaskVec : TEXCOORD5,
             float3 iCubeMaskVec : TEXCOORD5,
         #endif
         #endif
     #else
     #else

+ 1 - 1
bin/CoreData/Shaders/HLSL/LitSolid.hlsl

@@ -152,7 +152,7 @@ void PS(
         #ifdef SPOTLIGHT
         #ifdef SPOTLIGHT
             float4 iSpotPos : TEXCOORD5,
             float4 iSpotPos : TEXCOORD5,
         #endif
         #endif
-        #ifdef CUBEMASK
+        #ifdef POINTLIGHT
             float3 iCubeMaskVec : TEXCOORD5,
             float3 iCubeMaskVec : TEXCOORD5,
         #endif
         #endif
     #else
     #else

+ 1 - 1
bin/CoreData/Shaders/HLSL/TerrainBlend.hlsl

@@ -127,7 +127,7 @@ void PS(float2 iTexCoord : TEXCOORD0,
         #ifdef SPOTLIGHT
         #ifdef SPOTLIGHT
             float4 iSpotPos : TEXCOORD5,
             float4 iSpotPos : TEXCOORD5,
         #endif
         #endif
-        #ifdef CUBEMASK
+        #ifdef POINTLIGHT
             float3 iCubeMaskVec : TEXCOORD5,
             float3 iCubeMaskVec : TEXCOORD5,
         #endif
         #endif
     #else
     #else