diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl index 9ba27c9d607..66a8e7785b6 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl @@ -96,6 +96,14 @@ void light_compute(hvec3 N, hvec3 L, hvec3 V, half A, hvec3 light_color, bool is #define inv_projection_matrix scene_data_block.data.inv_projection_matrix vec2 read_viewport_size = scene_data_block.data.viewport_size; + +#ifdef LIGHT_BACKLIGHT_USED + vec3 backlight_highp = vec3(backlight); +#endif + float roughness_highp = float(roughness); + float metallic_highp = float(metallic); + vec3 albedo_highp = vec3(albedo); + float alpha_highp = float(alpha); vec3 normal_highp = vec3(N); vec3 light_highp = vec3(L); vec3 view_highp = vec3(V); @@ -107,6 +115,7 @@ void light_compute(hvec3 N, hvec3 L, hvec3 V, half A, hvec3 light_color, bool is #CODE : LIGHT + alpha = half(alpha_highp); diffuse_light = hvec3(diffuse_light_highp); specular_light = hvec3(specular_light_highp); #else // !LIGHT_CODE_USED