Remove some unused atmospherics helpers and forward declarations of unused helper funcs.

meow-7.2.2
Graham Linden 2018-10-10 22:11:01 +01:00
parent 89a9eb1e54
commit ab634a764b
8 changed files with 0 additions and 30 deletions

View File

@ -38,8 +38,6 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
vec3 atmosAmbient(vec3 light);
vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
vec3 scaleUpLight(vec3 light);
VARYING vec3 vary_position;
VARYING vec3 vary_ambient;

View File

@ -36,9 +36,6 @@ void calcAtmospherics(vec3 inPositionEye);
vec3 atmosAmbient(vec3 light);
vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
vec3 scaleUpLight(vec3 light);
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;

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@ -37,8 +37,6 @@ void calcAtmospherics(vec3 inPositionEye);
vec3 atmosAmbient(vec3 light);
vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
vec3 scaleUpLight(vec3 light);
#ifdef WATER_FOG
VARYING vec3 vary_position;

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@ -47,9 +47,3 @@ vec3 scaleDownLight(vec3 light)
return light;
}
vec3 scaleUpLight(vec3 light)
{
/* stub function for fallback compatibility on class1 hardware */
return light;
}

View File

@ -47,9 +47,3 @@ vec3 scaleDownLight(vec3 light)
return light;
}
vec3 scaleUpLight(vec3 light)
{
/* stub function for fallback compatibility on class1 hardware */
return light;
}

View File

@ -42,8 +42,3 @@ vec3 scaleDownLightFrag(vec3 light)
return (light / scene_light_strength );
}
vec3 scaleUpLightFrag(vec3 light)
{
return (light * scene_light_strength);
}

View File

@ -54,8 +54,3 @@ vec3 scaleDownLight(vec3 light)
return (light / scene_light_strength );
}
vec3 scaleUpLight(vec3 light)
{
return (light * scene_light_strength);
}

View File

@ -30,7 +30,6 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
vec3 atmosAmbient(vec3 light);
vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
vec3 scaleUpLight(vec3 light);
uniform vec4 light_position[8];
uniform vec3 light_direction[8];