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@@ -1,7 +1,7 @@
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export default /* glsl */`
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-#if defined( USE_SHADOWMAP ) || ( NUM_SPOT_LIGHT_COORDS > 0 )
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+#if defined( USE_SHADOWMAP )
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- #if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_COORDS > 0 || NUM_POINT_LIGHT_SHADOWS > 0
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+ #if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0
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// Offsetting the position used for querying occlusion along the world normal can be used to reduce shadow acne.
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vec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );
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@@ -22,10 +22,10 @@ export default /* glsl */`
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#endif
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- #if NUM_SPOT_LIGHT_COORDS > 0
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+ #if NUM_SPOT_LIGHT_SHADOWS > 0
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#pragma unroll_loop_start
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- for ( int i = 0; i < NUM_SPOT_LIGHT_COORDS; i ++ ) {
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+ for ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {
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shadowWorldPosition = worldPosition;
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#if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )
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