diff --git a/codemp/rd-rend2/glsl/lightall.glsl b/codemp/rd-rend2/glsl/lightall.glsl index 9effcb0dc7..759bbc8144 100644 --- a/codemp/rd-rend2/glsl/lightall.glsl +++ b/codemp/rd-rend2/glsl/lightall.glsl @@ -443,6 +443,7 @@ in vec4 var_LightDir; out vec4 out_Color; out vec4 out_Glow; +#if defined(USE_SHADOWMAP) // depth is GL_DEPTH_COMPONENT16 // so the maximum error is 1.0 / 2^16 #define DEPTH_MAX_ERROR 0.0000152587890625 @@ -583,11 +584,9 @@ float sunShadow(in vec3 viewOrigin, in vec3 viewDir, in vec3 biasOffset) return result; } - -#define EPSILON 0.00000001 +#endif #if defined(USE_PARALLAXMAP) - float RayIntersectDisplaceMap(in vec2 inDp, in vec2 ds, in sampler2D normalMap, in float parallaxBias) { const int linearSearchSteps = 16;