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Remove unnecessary {X} suffixes

Popov72 5 éve
szülő
commit
c2713e9ba2
1 módosított fájl, 5 hozzáadás és 5 törlés
  1. 5 5
      src/Shaders/ShadersInclude/lightFragment.fx

+ 5 - 5
src/Shaders/ShadersInclude/lightFragment.fx

@@ -1,4 +1,4 @@
-#ifdef LIGHT{X}
+#ifdef LIGHT{X}
     #if defined(SHADOWONLY) || defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X}) && defined(LIGHTMAPNOSPECULAR{X})
         //No light calculation
     #else
@@ -164,8 +164,8 @@
                     shadowDebug{X} = vec3(shadow) * vCascadeColorsMultiplier{X}[index{X}];
                 #endif
 
-                float diffRatio{X} = clamp(diff{X} / frustumLength, 0., 1.) * cascadeBlendFactor{X};
-                if (index{X} < (SHADOWCSMNUM_CASCADES{X} - 1) && diffRatio{X} < 1.)
+                float diffRatio = clamp(diff{X} / frustumLength, 0., 1.) * cascadeBlendFactor{X};
+                if (index{X} < (SHADOWCSMNUM_CASCADES{X} - 1) && diffRatio < 1.)
                 {
                     index{X} += 1;
                     float nextShadow = 0.;
@@ -189,9 +189,9 @@
                         nextShadow = computeShadowCSM(float(index{X}), vPositionFromLight{X}[index{X}], vDepthMetric{X}[index{X}], shadowSampler{X}, light{X}.shadowsInfo.x, light{X}.shadowsInfo.w);
                     #endif
 
-                    shadow = mix(nextShadow, shadow, diffRatio{X});
+                    shadow = mix(nextShadow, shadow, diffRatio);
                     #ifdef SHADOWCSMDEBUG{X}
-                        shadowDebug{X} = mix(vec3(nextShadow) * vCascadeColorsMultiplier{X}[index{X}], shadowDebug{X}, diffRatio{X});
+                        shadowDebug{X} = mix(vec3(nextShadow) * vCascadeColorsMultiplier{X}[index{X}], shadowDebug{X}, diffRatio);
                     #endif
                 }
             }