NORSPEC-90 Remove unused state from alphaF/alphaV

meow-7.2.2
Dave Parks 2013-04-18 18:31:49 -05:00
parent 1a5bba865c
commit 28fcb3d549
4 changed files with 5 additions and 43 deletions

View File

@ -56,8 +56,6 @@ VARYING vec3 vary_fragcoord;
VARYING vec3 vary_position;
VARYING vec3 vary_pointlight_col;
VARYING vec2 vary_texcoord0;
VARYING vec2 vary_texcoord1;
VARYING vec2 vary_texcoord2;
VARYING vec3 vary_norm;
VARYING mat3 vary_rotation;
@ -135,11 +133,8 @@ void main()
float vertex_color_alpha = vertex_color.a;
#endif
vec3 normal = vec3(0,0,1);
normal = vec3(dot(normal.xyz, vary_rotation[0]),
dot(normal.xyz, vary_rotation[1]),
dot(normal.xyz, vary_rotation[2]));
vec3 normal = vary_norm;
vec3 l = light_position[0].xyz;
vec3 dlight = calcDirectionalLight(normal, l);
dlight = dlight * vary_directional.rgb * vary_pointlight_col;

View File

@ -40,9 +40,6 @@ void passTextureIndex();
ATTRIBUTE vec3 normal;
ATTRIBUTE vec4 diffuse_color;
ATTRIBUTE vec2 texcoord0;
ATTRIBUTE vec3 binormal;
ATTRIBUTE vec2 texcoord1;
ATTRIBUTE vec2 texcoord2;
#if HAS_SKIN
mat4 getObjectSkinnedTransform();
@ -71,11 +68,8 @@ VARYING vec4 vertex_color;
#endif
VARYING vec2 vary_texcoord0;
VARYING vec2 vary_texcoord1;
VARYING vec2 vary_texcoord2;
VARYING vec3 vary_norm;
VARYING mat3 vary_rotation;
uniform float near_clip;
uniform float shadow_offset;
@ -159,8 +153,7 @@ void main()
pos = (modelview_matrix * vert);
gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
#endif
vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy;
vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy;
#if INDEX_MODE == INDEXED
passTextureIndex();
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
@ -169,17 +162,7 @@ void main()
#endif
vary_norm = norm;
float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz));
vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset;
vec3 n = norm;
vec3 b = normalize(normal_matrix * binormal);
vec3 t = cross(b, n);
vary_rotation[0] = vec3(t.x, b.x, n.x);
vary_rotation[1] = vec3(t.y, b.y, n.y);
vary_rotation[2] = vec3(t.z, b.z, n.z);
calcAtmospherics(pos.xyz);
//vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));

View File

@ -217,7 +217,7 @@ void main()
float vertex_color_alpha = vertex_color.a;
#endif
vec3 normal = vec3(0,0,1);
vec3 normal = vary_norm;
vec3 l = light_position[0].xyz;
vec3 dlight = calcDirectionalLight(normal, l);

View File

@ -40,10 +40,6 @@ void passTextureIndex();
ATTRIBUTE vec3 normal;
ATTRIBUTE vec4 diffuse_color;
ATTRIBUTE vec2 texcoord0;
ATTRIBUTE vec3 binormal;
ATTRIBUTE vec2 texcoord1;
ATTRIBUTE vec2 texcoord2;
#if HAS_SKIN
mat4 getObjectSkinnedTransform();
@ -72,11 +68,8 @@ VARYING vec4 vertex_color;
#endif
VARYING vec2 vary_texcoord0;
VARYING vec2 vary_texcoord1;
VARYING vec2 vary_texcoord2;
VARYING vec3 vary_norm;
VARYING mat3 vary_rotation;
uniform float near_clip;
uniform float shadow_offset;
@ -160,8 +153,7 @@ void main()
pos = (modelview_matrix * vert);
gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
#endif
vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy;
vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy;
#if INDEX_MODE == INDEXED
passTextureIndex();
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
@ -173,14 +165,6 @@ void main()
float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz));
vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset;
vec3 n = norm;
vec3 b = normalize(normal_matrix * binormal);
vec3 t = cross(b, n);
vary_rotation[0] = vec3(t.x, b.x, n.x);
vary_rotation[1] = vec3(t.y, b.y, n.y);
vary_rotation[2] = vec3(t.z, b.z, n.z);
calcAtmospherics(pos.xyz);
//vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));