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Merge pull request #87495 from jsjtxietian/USE_LIGHT_SHADER_CODE
Clean up outdated `USE_LIGHT_SHADER_CODE` usage
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commit
3f7ea71e88
5 changed files with 2 additions and 13 deletions
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@ -942,7 +942,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, bool is_di
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#endif
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inout vec3 diffuse_light, inout vec3 specular_light) {
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#if defined(USE_LIGHT_SHADER_CODE)
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#if defined(LIGHT_CODE_USED)
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// light is written by the light shader
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highp mat4 model_matrix = world_transform;
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@ -1078,7 +1078,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, bool is_di
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alpha = min(alpha, clamp(1.0 - attenuation, 0.0, 1.0));
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#endif
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#endif // USE_LIGHT_SHADER_CODE
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#endif // LIGHT_CODE_USED
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}
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float get_omni_spot_attenuation(float distance, float inv_range, float decay) {
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