Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Clean up outdated USE_LIGHT_SHADER_CODE usage #87495

Merged
merged 1 commit into from
Jan 25, 2024

Conversation

jsjtxietian
Copy link
Contributor

Fixes #85370

Now all three renderers work the same, but still when there is no light in the scene, light shader won't be called.

@jsjtxietian jsjtxietian requested a review from a team as a code owner January 23, 2024 04:58
@AThousandShips AThousandShips added bug topic:rendering topic:shaders cherrypick:4.2 Considered for cherry-picking into a future 4.2.x release labels Jan 23, 2024
@AThousandShips AThousandShips added this to the 4.3 milestone Jan 23, 2024
@clayjohn clayjohn removed the cherrypick:4.2 Considered for cherry-picking into a future 4.2.x release label Jan 23, 2024
@jsjtxietian jsjtxietian force-pushed the USE_LIGHT_SHADER_CODE branch from d37b649 to 2004ad1 Compare January 24, 2024 04:30
Copy link
Member

@clayjohn clayjohn left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Looks great!

@YuriSizov YuriSizov merged commit 3f7ea71 into godotengine:master Jan 25, 2024
16 checks passed
@YuriSizov
Copy link
Contributor

Thanks!

@jsjtxietian jsjtxietian deleted the USE_LIGHT_SHADER_CODE branch January 25, 2024 15:39
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

Successfully merging this pull request may close these issues.

ALPHA and discard in light() have no effect in Compatibility or Forward+ renderers
4 participants