diff --git a/Shaders/deferred_light/deferred_light.json b/Shaders/deferred_light/deferred_light.json index d0d02f1f..efc70925 100755 --- a/Shaders/deferred_light/deferred_light.json +++ b/Shaders/deferred_light/deferred_light.json @@ -99,7 +99,7 @@ }, { "name": "LWVP", - "link": "_biasLightWorldViewProjectionMatrix", + "link": "_biasLightWorldViewProjectionMatrixSun", "ifndef": ["_CSM"], "ifdef": ["_Sun", "_ShadowMap"] }, diff --git a/Shaders/deferred_light_mobile/deferred_light_mobile.json b/Shaders/deferred_light_mobile/deferred_light_mobile.json index 48774740..4413dc02 100644 --- a/Shaders/deferred_light_mobile/deferred_light_mobile.json +++ b/Shaders/deferred_light_mobile/deferred_light_mobile.json @@ -88,7 +88,7 @@ }, { "name": "LWVP", - "link": "_biasLightWorldViewProjectionMatrix", + "link": "_biasLightWorldViewProjectionMatrixSun", "ifndef": ["_CSM"], "ifdef": ["_Sun", "_ShadowMap"] }, diff --git a/Shaders/volumetric_light/volumetric_light.json b/Shaders/volumetric_light/volumetric_light.json index a8e96a56..dfae1e2c 100755 --- a/Shaders/volumetric_light/volumetric_light.json +++ b/Shaders/volumetric_light/volumetric_light.json @@ -63,7 +63,7 @@ }, { "name": "LWVP", - "link": "_biasLightWorldViewProjectionMatrix", + "link": "_biasLightWorldViewProjectionMatrixSun", "ifndef": ["_CSM"], "ifdef": ["_Sun", "_ShadowMap"] }, diff --git a/blender/arm/material/make_mesh.py b/blender/arm/material/make_mesh.py index 09519dab..00932ef0 100644 --- a/blender/arm/material/make_mesh.py +++ b/blender/arm/material/make_mesh.py @@ -372,7 +372,7 @@ def make_forward_mobile(con_mesh): frag.write('float sdotNL = max(dot(n, sunDir), 0.0);') if is_shadows: vert.add_out('vec4 lightPosition') - vert.add_uniform('mat4 LWVP', '_biasLightWorldViewProjectionMatrix') + vert.add_uniform('mat4 LWVP', '_biasLightWorldViewProjectionMatrixSun') vert.write('lightPosition = LWVP * spos;') frag.add_uniform('bool receiveShadow') frag.add_uniform(f'sampler2DShadow {shadowmap_sun}') @@ -694,7 +694,7 @@ def make_forward_base(con_mesh, parse_opacity=False, transluc_pass=False): vert.write('lightPosition = LVP * vec4(wposition, 1.0);') else: vert.add_out('vec4 lightPosition') - vert.add_uniform('mat4 LWVP', '_biasLightWorldViewProjectionMatrix') + vert.add_uniform('mat4 LWVP', '_biasLightWorldViewProjectionMatrixSun') vert.write('lightPosition = LWVP * spos;') frag.write('vec3 lPos = lightPosition.xyz / lightPosition.w;') frag.write('const vec2 smSize = shadowmapSize;')