shader fix

This commit is contained in:
Turánszki János
2025-02-08 09:41:11 +01:00
parent 03f81760c0
commit 5ec1ca4904
+2 -2
View File
@@ -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)