From 5ec1ca4904dd880ffb3b7f9b1bcbb60ff1dad0fd Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Tur=C3=A1nszki=20J=C3=A1nos?= Date: Sat, 8 Feb 2025 09:41:11 +0100 Subject: [PATCH] shader fix --- WickedEngine/shaders/shadingHF.hlsli | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/WickedEngine/shaders/shadingHF.hlsli b/WickedEngine/shaders/shadingHF.hlsli index 8db550e23..a3a51671e 100644 --- a/WickedEngine/shaders/shadingHF.hlsli +++ b/WickedEngine/shaders/shadingHF.hlsli @@ -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)