| Index: src/core/SkLightingShader.cpp
|
| diff --git a/src/core/SkLightingShader.cpp b/src/core/SkLightingShader.cpp
|
| index 2272cf2e1a9faf2d8af24a791d4a57fd0ad2089d..02f14b34ddc9215c72070aeedc769a8f36418cd2 100644
|
| --- a/src/core/SkLightingShader.cpp
|
| +++ b/src/core/SkLightingShader.cpp
|
| @@ -49,7 +49,7 @@
|
| */
|
| SkLightingShaderImpl(sk_sp<SkShader> diffuseShader,
|
| sk_sp<SkNormalSource> normalSource,
|
| - sk_sp<SkLights> lights)
|
| + const sk_sp<SkLights> lights)
|
| : fDiffuseShader(std::move(diffuseShader))
|
| , fNormalSource(std::move(normalSource))
|
| , fLights(std::move(lights)) {}
|
| @@ -134,7 +134,6 @@
|
| // TODO: handle more than one of these
|
| fLightColor = lights->light(i).color();
|
| fLightDir = lights->light(i).dir();
|
| - // TODO get the handle to the shadow map if there is one
|
| }
|
| }
|
|
|
| @@ -177,9 +176,6 @@
|
| this->emitChild(0, nullptr, &dstNormalName, args);
|
|
|
| fragBuilder->codeAppendf("vec3 normal = %s.xyz;", dstNormalName.c_str());
|
| -
|
| - // TODO: make this a loop and modulate the contribution from each light
|
| - // based on the shadow map
|
| fragBuilder->codeAppendf("float NdotL = clamp(dot(normal, %s), 0.0, 1.0);",
|
| lightDirUniName);
|
| // diffuse light
|
|
|