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Remove positional light mask from directional lights in Canvas Item shaders.
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2 files changed

+2
-2
lines changed

2 files changed

+2
-2
lines changed

drivers/gles3/shaders/canvas.glsl

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -731,7 +731,7 @@ void main() {
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}
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#endif
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734-
if (bool(light_array[light_base].flags & LIGHT_FLAGS_HAS_SHADOW) && bool(read_draw_data_flags & uint(INSTANCE_FLAGS_SHADOW_MASKED << i))) {
734+
if (bool(light_array[light_base].flags & LIGHT_FLAGS_HAS_SHADOW)) {
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vec2 shadow_pos = (vec4(shadow_vertex, 0.0, 1.0) * mat4(light_array[light_base].shadow_matrix[0], light_array[light_base].shadow_matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations.
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737737
vec4 shadow_uv = vec4(shadow_pos.x, light_array[light_base].shadow_y_ofs, shadow_pos.y * light_array[light_base].shadow_zfar_inv, 1.0);

servers/rendering/renderer_rd/shaders/canvas.glsl

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -630,7 +630,7 @@ void main() {
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}
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#endif
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633-
if (bool(light_array.data[light_base].flags & LIGHT_FLAGS_HAS_SHADOW) && bool(draw_data.flags & (INSTANCE_FLAGS_SHADOW_MASKED << i))) {
633+
if (bool(light_array.data[light_base].flags & LIGHT_FLAGS_HAS_SHADOW)) {
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vec2 shadow_pos = (vec4(shadow_vertex, 0.0, 1.0) * mat4(light_array.data[light_base].shadow_matrix[0], light_array.data[light_base].shadow_matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations.
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636636
vec4 shadow_uv = vec4(shadow_pos.x, light_array.data[light_base].shadow_y_ofs, shadow_pos.y * light_array.data[light_base].shadow_zfar_inv, 1.0);

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