From 716fd3edfc0512ac434adb9750530b15ae3f8511 Mon Sep 17 00:00:00 2001 From: jsjtxietian Date: Tue, 7 Nov 2023 18:55:26 +0800 Subject: [PATCH] Add shadows_disabled macro in Compatibility renderer --- drivers/gles3/shaders/scene.glsl | 18 +++++++++++++----- 1 file changed, 13 insertions(+), 5 deletions(-) diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index e0f8e83373a8..845a39087756 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -1600,6 +1600,8 @@ void main() { #if !defined(ADDITIVE_OMNI) && !defined(ADDITIVE_SPOT) +#ifndef SHADOWS_DISABLED + // Orthogonal shadows #if !defined(LIGHT_USE_PSSM2) && !defined(LIGHT_USE_PSSM4) float directional_shadow = sample_shadow(directional_shadow_atlas, directional_shadows[directional_shadow_index].shadow_atlas_pixel_size, shadow_coord); @@ -1706,6 +1708,9 @@ void main() { directional_shadow = mix(directional_shadow, 1.0, smoothstep(directional_shadows[directional_shadow_index].fade_from, directional_shadows[directional_shadow_index].fade_to, vertex.z)); directional_shadow = mix(1.0, directional_shadow, directional_lights[directional_shadow_index].shadow_opacity); +#else + float directional_shadow = 1.0f; +#endif // SHADOWS_DISABLED light_compute(normal, normalize(directional_lights[directional_shadow_index].direction), normalize(view), directional_lights[directional_shadow_index].size, directional_lights[directional_shadow_index].color * directional_lights[directional_shadow_index].energy, true, directional_shadow, f0, roughness, metallic, 1.0, albedo, alpha, #ifdef LIGHT_BACKLIGHT_USED backlight, @@ -1725,11 +1730,12 @@ void main() { #endif // !defined(ADDITIVE_OMNI) && !defined(ADDITIVE_SPOT) #ifdef ADDITIVE_OMNI + float omni_shadow = 1.0f; +#ifndef SHADOWS_DISABLED vec3 light_ray = ((positional_shadows[positional_shadow_index].shadow_matrix * vec4(shadow_coord.xyz, 1.0))).xyz; - - float omni_shadow = texture(omni_shadow_texture, vec4(light_ray, length(light_ray) * omni_lights[omni_light_index].inv_radius)); + omni_shadow = texture(omni_shadow_texture, vec4(light_ray, length(light_ray) * omni_lights[omni_light_index].inv_radius)); omni_shadow = mix(1.0, omni_shadow, omni_lights[omni_light_index].shadow_opacity); - +#endif // SHADOWS_DISABLED light_process_omni(omni_light_index, vertex, view, normal, f0, roughness, metallic, omni_shadow, albedo, alpha, #ifdef LIGHT_BACKLIGHT_USED backlight, @@ -1748,9 +1754,11 @@ void main() { #endif // ADDITIVE_OMNI #ifdef ADDITIVE_SPOT - float spot_shadow = sample_shadow(spot_shadow_texture, positional_shadows[positional_shadow_index].shadow_atlas_pixel_size, shadow_coord); + float spot_shadow = 1.0f; +#ifndef SHADOWS_DISABLED + spot_shadow = sample_shadow(spot_shadow_texture, positional_shadows[positional_shadow_index].shadow_atlas_pixel_size, shadow_coord); spot_shadow = mix(1.0, spot_shadow, spot_lights[spot_light_index].shadow_opacity); - +#endif // SHADOWS_DISABLED light_process_spot(spot_light_index, vertex, view, normal, f0, roughness, metallic, spot_shadow, albedo, alpha, #ifdef LIGHT_BACKLIGHT_USED backlight,