Browse Source

Minor clean up.

Mr.doob 9 years ago
parent
commit
a5f5405467

+ 1 - 1
src/renderers/shaders/ShaderChunk/shadowmap_fragment.glsl

@@ -10,7 +10,7 @@ vec3 shadowMask = vec3( 1.0 );
 
 
 		float shadow = 0.0;
 		float shadow = 0.0;
 
 
-#if defined( POINT_LIGHT_SHADOWS )
+#ifdef POINT_LIGHT_SHADOWS
 
 
 		// to save on uniform space, we use the sign of @shadowDarkness[ i ] to determine
 		// to save on uniform space, we use the sign of @shadowDarkness[ i ] to determine
 		// whether or not this light is a point light ( shadowDarkness[ i ] < 0 == point light)
 		// whether or not this light is a point light ( shadowDarkness[ i ] < 0 == point light)

+ 1 - 1
src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl

@@ -16,7 +16,7 @@
 
 
 	}
 	}
 
 
-	#if defined(POINT_LIGHT_SHADOWS)
+	#ifdef POINT_LIGHT_SHADOWS
 
 
 		// adjustShadowValue1K() upacks the depth value stored in @textureData, adds @bias to it, and then
 		// adjustShadowValue1K() upacks the depth value stored in @textureData, adds @bias to it, and then
 		// comapres the result with @testDepth. If @testDepth is larger than or equal to that result, then
 		// comapres the result with @testDepth. If @testDepth is larger than or equal to that result, then