Remove unnecessary preprocessor variable in shaders

pull/1547/head
AnyOldName3 7 years ago
parent e33bec97be
commit ebd3dcf2b3

@ -14,7 +14,7 @@ void perLight(out vec3 ambientOut, out vec3 diffuseOut, int lightIndex, vec3 vie
diffuseOut = diffuse.xyz * gl_LightSource[lightIndex].diffuse.xyz * max(dot(viewNormal.xyz, lightDir), 0.0) * illumination;
}
#ifdef FRAGMENT
#ifdef PER_PIXEL_LIGHTING
vec4 doLighting(vec3 viewPos, vec3 viewNormal, vec4 vertexColor, float shadowing)
#else
vec4 doLighting(vec3 viewPos, vec3 viewNormal, vec4 vertexColor, out vec3 shadowDiffuse)

@ -1,7 +1,5 @@
#version 120
#define FRAGMENT
#if @diffuseMap
uniform sampler2D diffuseMap;
varying vec2 diffuseMapUV;

@ -1,7 +1,5 @@
#version 120
#define FRAGMENT
varying vec2 uv;
uniform sampler2D diffuseMap;

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