| Index: src/utils/SkShadowPaintFilterCanvas.cpp
|
| diff --git a/src/utils/SkShadowPaintFilterCanvas.cpp b/src/utils/SkShadowPaintFilterCanvas.cpp
|
| index 2a090b78e2a2c097c41ee34d21f2e93831c7689c..734cb823f4726af2b7cb3164f27c694e64074aef 100644
|
| --- a/src/utils/SkShadowPaintFilterCanvas.cpp
|
| +++ b/src/utils/SkShadowPaintFilterCanvas.cpp
|
| @@ -50,7 +50,6 @@ bool SkShadowPaintFilterCanvas::onFilter(SkTCopyOnFirstWrite<SkPaint>* paint, Ty
|
|
|
| SkISize SkShadowPaintFilterCanvas::ComputeDepthMapSize(const SkLights::Light& light, int maxDepth,
|
| int width, int height) {
|
| - SkASSERT(light.type() != SkLights::Light::kAmbient_LightType);
|
| int dMapWidth = SkMin32(maxDepth * fabs(light.dir().fX) + width,
|
| width * 2);
|
| int dMapHeight = SkMin32(maxDepth * fabs(light.dir().fY) + height,
|
| @@ -75,13 +74,11 @@ void SkShadowPaintFilterCanvas::updateMatrix() {
|
|
|
| // It is up to the user to set the 0th light in fLights to
|
| // the light the want to render the depth map with.
|
| - if (this->fLights->light(0).type() != SkLights::Light::kAmbient_LightType) {
|
| - const SkVector3& lightDir = this->fLights->light(0).dir();
|
| - SkScalar x = lightDir.fX * this->getZ();
|
| - SkScalar y = lightDir.fY * this->getZ();
|
| + const SkVector3& lightDir = this->fLights->light(0).dir();
|
| + SkScalar x = lightDir.fX * this->getZ();
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| + SkScalar y = lightDir.fY * this->getZ();
|
|
|
| - this->translate(x, y);
|
| - }
|
| + this->translate(x, y);
|
| }
|
|
|
| void SkShadowPaintFilterCanvas::onDrawPaint(const SkPaint &paint) {
|
|
|