NORSPEC-90 Remove unused state from alphaF/alphaV
parent
1a5bba865c
commit
28fcb3d549
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@ -56,8 +56,6 @@ VARYING vec3 vary_fragcoord;
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VARYING vec3 vary_position;
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VARYING vec3 vary_pointlight_col;
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VARYING vec2 vary_texcoord0;
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VARYING vec2 vary_texcoord1;
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VARYING vec2 vary_texcoord2;
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VARYING vec3 vary_norm;
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VARYING mat3 vary_rotation;
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@ -135,11 +133,8 @@ void main()
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float vertex_color_alpha = vertex_color.a;
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#endif
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vec3 normal = vec3(0,0,1);
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normal = vec3(dot(normal.xyz, vary_rotation[0]),
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dot(normal.xyz, vary_rotation[1]),
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dot(normal.xyz, vary_rotation[2]));
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vec3 normal = vary_norm;
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vec3 l = light_position[0].xyz;
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vec3 dlight = calcDirectionalLight(normal, l);
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dlight = dlight * vary_directional.rgb * vary_pointlight_col;
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@ -40,9 +40,6 @@ void passTextureIndex();
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ATTRIBUTE vec3 normal;
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ATTRIBUTE vec4 diffuse_color;
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ATTRIBUTE vec2 texcoord0;
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ATTRIBUTE vec3 binormal;
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ATTRIBUTE vec2 texcoord1;
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ATTRIBUTE vec2 texcoord2;
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#if HAS_SKIN
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mat4 getObjectSkinnedTransform();
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@ -71,11 +68,8 @@ VARYING vec4 vertex_color;
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#endif
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VARYING vec2 vary_texcoord0;
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VARYING vec2 vary_texcoord1;
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VARYING vec2 vary_texcoord2;
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VARYING vec3 vary_norm;
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VARYING mat3 vary_rotation;
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uniform float near_clip;
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uniform float shadow_offset;
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@ -159,8 +153,7 @@ void main()
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pos = (modelview_matrix * vert);
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gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
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#endif
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vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy;
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vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy;
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#if INDEX_MODE == INDEXED
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passTextureIndex();
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vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
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@ -169,17 +162,7 @@ void main()
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#endif
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vary_norm = norm;
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float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz));
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vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset;
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vec3 n = norm;
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vec3 b = normalize(normal_matrix * binormal);
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vec3 t = cross(b, n);
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vary_rotation[0] = vec3(t.x, b.x, n.x);
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vary_rotation[1] = vec3(t.y, b.y, n.y);
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vary_rotation[2] = vec3(t.z, b.z, n.z);
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calcAtmospherics(pos.xyz);
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//vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
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@ -217,7 +217,7 @@ void main()
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float vertex_color_alpha = vertex_color.a;
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#endif
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vec3 normal = vec3(0,0,1);
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vec3 normal = vary_norm;
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vec3 l = light_position[0].xyz;
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vec3 dlight = calcDirectionalLight(normal, l);
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@ -40,10 +40,6 @@ void passTextureIndex();
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ATTRIBUTE vec3 normal;
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ATTRIBUTE vec4 diffuse_color;
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ATTRIBUTE vec2 texcoord0;
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ATTRIBUTE vec3 binormal;
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ATTRIBUTE vec2 texcoord1;
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ATTRIBUTE vec2 texcoord2;
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#if HAS_SKIN
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mat4 getObjectSkinnedTransform();
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@ -72,11 +68,8 @@ VARYING vec4 vertex_color;
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#endif
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VARYING vec2 vary_texcoord0;
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VARYING vec2 vary_texcoord1;
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VARYING vec2 vary_texcoord2;
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VARYING vec3 vary_norm;
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VARYING mat3 vary_rotation;
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uniform float near_clip;
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uniform float shadow_offset;
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@ -160,8 +153,7 @@ void main()
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pos = (modelview_matrix * vert);
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gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
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#endif
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vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy;
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vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy;
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#if INDEX_MODE == INDEXED
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passTextureIndex();
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vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
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@ -173,14 +165,6 @@ void main()
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float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz));
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vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset;
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vec3 n = norm;
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vec3 b = normalize(normal_matrix * binormal);
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vec3 t = cross(b, n);
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vary_rotation[0] = vec3(t.x, b.x, n.x);
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vary_rotation[1] = vec3(t.y, b.y, n.y);
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vary_rotation[2] = vec3(t.z, b.z, n.z);
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calcAtmospherics(pos.xyz);
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//vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
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