You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-05 12:10:55 +00:00
Fix "Light Only" mode of CanvasItemMaterial
This commit is contained in:
@@ -1202,7 +1202,7 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
|
||||
state.light_uniforms[index].color[i] = l->color[i];
|
||||
}
|
||||
|
||||
state.light_uniforms[index].color[3] = l->energy; //use alpha for energy, so base color can go separate
|
||||
state.light_uniforms[index].color[3] *= l->energy; //use alpha for energy, so base color can go separate
|
||||
|
||||
if (state.shadow_fb.is_valid()) {
|
||||
state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
|
||||
@@ -1264,7 +1264,7 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
|
||||
state.light_uniforms[index].color[i] = l->color[i];
|
||||
}
|
||||
|
||||
state.light_uniforms[index].color[3] = l->energy; //use alpha for energy, so base color can go separate
|
||||
state.light_uniforms[index].color[3] *= l->energy; //use alpha for energy, so base color can go separate
|
||||
|
||||
if (state.shadow_fb.is_valid()) {
|
||||
state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
|
||||
|
||||
Reference in New Issue
Block a user