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(); |
+ SkScalar y = lightDir.fY * this->getZ(); |
- this->translate(x, y); |
- } |
+ this->translate(x, y); |
} |
void SkShadowPaintFilterCanvas::onDrawPaint(const SkPaint &paint) { |