Add shadows_disabled macro in Compatibility renderer

(cherry picked from commit 716fd3edfc)
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jsjtxietian 2023-11-07 18:55:26 +08:00 committed by Rémi Verschelde
parent dbb86ed144
commit 2cbe02ad70
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@ -1611,6 +1611,8 @@ 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);
@ -1717,6 +1719,9 @@ 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,
@ -1736,11 +1741,12 @@ 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,
@ -1759,9 +1765,11 @@ 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,