提交 cb30dcc2 编写于 作者: M Mr.doob

Workaround for Android.

上级 9d174a1d
......@@ -37,7 +37,7 @@ struct GeometricContext {
vec3 direction;
vec3 color;
bool shadowEnabled;
int shadowEnabled;
float shadowBias;
float shadowRadius;
vec2 shadowMapSize;
......@@ -59,7 +59,7 @@ struct GeometricContext {
float angleCos;
float exponent;
bool shadowEnabled;
int shadowEnabled;
float shadowBias;
float shadowRadius;
vec2 shadowMapSize;
......@@ -78,7 +78,7 @@ struct GeometricContext {
float distance;
float decay;
bool shadowEnabled;
int shadowEnabled;
float shadowBias;
float shadowRadius;
vec2 shadowMapSize;
......
......@@ -32,7 +32,7 @@ IncidentLight directLight;
directLight = getPointDirectLight( pointLight, geometry );
#ifdef USE_SHADOWMAP
if ( pointLight.shadowEnabled ) directLight.color *= getPointShadow( pointLightsShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ] );
if ( bool( pointLight.shadowEnabled ) ) directLight.color *= getPointShadow( pointLightsShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ] );
#endif
RE_Direct( directLight, geometry, material, reflectedLight );
......@@ -52,7 +52,7 @@ IncidentLight directLight;
directLight = getSpotDirectLight( spotLight, geometry );
#ifdef USE_SHADOWMAP
if ( spotLight.shadowEnabled ) directLight.color *= getShadow( spotLightsShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] );
if ( bool( spotLight.shadowEnabled ) ) directLight.color *= getShadow( spotLightsShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] );
#endif
RE_Direct( directLight, geometry, material, reflectedLight );
......@@ -72,7 +72,7 @@ IncidentLight directLight;
directLight = getDirectionalDirectLight( directionalLight, geometry );
#ifdef USE_SHADOWMAP
if ( directionalLight.shadowEnabled ) directLight.color *= getShadow( directionalLightsShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] );
if ( bool( directionalLight.shadowEnabled ) ) directLight.color *= getShadow( directionalLightsShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] );
#endif
RE_Direct( directLight, geometry, material, reflectedLight );
......
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