shader fix
This commit is contained in:
@@ -130,7 +130,7 @@ inline void ForwardLighting(inout Surface surface, inout Lighting lighting)
|
||||
|
||||
ShaderEntity light = load_entity(lights().first_item() + entity_index);
|
||||
if (light.GetFlags() & ENTITY_FLAG_LIGHT_STATIC)
|
||||
break; // static lights will be skipped here (they are used at lightmap baking)
|
||||
continue; // static lights will be skipped here (they are used at lightmap baking)
|
||||
|
||||
switch (light.GetType())
|
||||
{
|
||||
@@ -385,7 +385,7 @@ inline void TiledLighting(inout Surface surface, inout Lighting lighting, uint f
|
||||
{
|
||||
ShaderEntity light = load_entity(entity_index);
|
||||
if (light.GetFlags() & ENTITY_FLAG_LIGHT_STATIC)
|
||||
break; // static lights will be skipped here (they are used at lightmap baking)
|
||||
continue; // static lights will be skipped here (they are used at lightmap baking)
|
||||
|
||||
half shadow_mask = 1;
|
||||
#if defined(SHADOW_MASK_ENABLED) && !defined(TRANSPARENT)
|
||||
|
||||
Reference in New Issue
Block a user