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Remove unnecessary preprocessor variable in shaders

This commit is contained in:
AnyOldName3 2017-10-03 02:58:25 +01:00
parent e33bec97be
commit ebd3dcf2b3
3 changed files with 1 additions and 5 deletions

View file

@ -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; 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) vec4 doLighting(vec3 viewPos, vec3 viewNormal, vec4 vertexColor, float shadowing)
#else #else
vec4 doLighting(vec3 viewPos, vec3 viewNormal, vec4 vertexColor, out vec3 shadowDiffuse) vec4 doLighting(vec3 viewPos, vec3 viewNormal, vec4 vertexColor, out vec3 shadowDiffuse)

View file

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

View file

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