@@ -61,6 +61,7 @@ vec3 directLightColor_Diffuse;
#endif
+/*
#if NUM_RECT_AREA_LIGHTS > 0
for ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {
@@ -70,6 +71,7 @@ vec3 directLightColor_Diffuse;
}
+*/
#if NUM_DIR_LIGHTS > 0
@@ -21,9 +21,13 @@
+ /*
+
// TODO (abelnation): create uniforms for area light shadows
+ */
float texture2DCompare( sampler2D depths, vec2 uv, float compare ) {
@@ -21,10 +21,12 @@
// TODO (abelnation): uniforms for area light shadows
@@ -30,10 +30,12 @@
- // TODO (abelnation): update vAreaShadowCoord with area light info
+ // TODO (abelnation): update vAreaShadowCoord with area light info
@@ -43,11 +43,13 @@ float getShadowMask() {
- // TODO (abelnation): update shadow for Area light
+ // TODO (abelnation): update shadow for Area light