diff --git a/Source/Shaders/Lighting.hlsl b/Source/Shaders/Lighting.hlsl index 9b14db5ed..4d6e474fa 100644 --- a/Source/Shaders/Lighting.hlsl +++ b/Source/Shaders/Lighting.hlsl @@ -122,10 +122,6 @@ float4 GetLighting(float3 viewPos, LightData lightData, GBufferSample gBuffer, f // Calculate shadow ShadowSample shadow = GetShadow(lightData, gBuffer, shadowMask); -#if !LIGHTING_NO_DIRECTIONAL - // Directional shadowing - shadow.SurfaceShadow *= NoL; -#endif // Calculate attenuation if (isRadial) @@ -139,6 +135,11 @@ float4 GetLighting(float3 viewPos, LightData lightData, GBufferSample gBuffer, f shadow.TransmissionShadow *= attenuation; } +#if !LIGHTING_NO_DIRECTIONAL + // Directional shadowing + shadow.SurfaceShadow *= NoL; +#endif + BRANCH if (shadow.SurfaceShadow + shadow.TransmissionShadow > 0) {