aboutsummaryrefslogtreecommitdiff
path: root/mp/src/materialsystem/stdshaders/eye_refract_helper.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'mp/src/materialsystem/stdshaders/eye_refract_helper.cpp')
-rw-r--r--mp/src/materialsystem/stdshaders/eye_refract_helper.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/mp/src/materialsystem/stdshaders/eye_refract_helper.cpp b/mp/src/materialsystem/stdshaders/eye_refract_helper.cpp
index af4d2c08..b7aa4caf 100644
--- a/mp/src/materialsystem/stdshaders/eye_refract_helper.cpp
+++ b/mp/src/materialsystem/stdshaders/eye_refract_helper.cpp
@@ -288,7 +288,7 @@ void Draw_Eyes_Refract_Internal( CBaseVSShader *pShader, IMaterialVar** params,
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( DYNAMIC_LIGHT, lightState.HasDynamicLight() );
- SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT, lightState.m_bStaticLight ? 1 : 0 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT, lightState.m_bStaticLightVertex ? 1 : 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
SET_DYNAMIC_VERTEX_SHADER( eye_refract_vs20 );
@@ -302,7 +302,7 @@ void Draw_Eyes_Refract_Internal( CBaseVSShader *pShader, IMaterialVar** params,
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( DYNAMIC_LIGHT, lightState.HasDynamicLight() );
- SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT, lightState.m_bStaticLight ? 1 : 0 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT, lightState.m_bStaticLightVertex ? 1 : 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() );
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );