OpenGL3: Drop always-zero vSpecularColor from the shaders

This commit is contained in:
numzero 2023-04-02 21:24:36 +03:00 committed by sfan5
parent 6a152e8629
commit 462657960d
6 changed files with 0 additions and 13 deletions

@ -18,7 +18,6 @@ uniform float uFogDensity;
varying vec2 vTextureCoord0; varying vec2 vTextureCoord0;
varying vec4 vVertexColor; varying vec4 vVertexColor;
varying vec4 vSpecularColor;
varying float vFogCoord; varying float vFogCoord;
float computeFog() float computeFog()
@ -54,7 +53,6 @@ void main()
Color1 = texture2D(uTextureUnit0, vTextureCoord0); Color1 = texture2D(uTextureUnit0, vTextureCoord0);
vec4 FinalColor = Color0 * Color1; vec4 FinalColor = Color0 * Color1;
FinalColor += vSpecularColor;
if (uBlendType == 1) if (uBlendType == 1)
{ {

@ -17,7 +17,6 @@ uniform float uFogDensity;
varying vec2 vTextureCoord0; varying vec2 vTextureCoord0;
varying vec4 vVertexColor; varying vec4 vVertexColor;
varying vec4 vSpecularColor;
varying float vFogCoord; varying float vFogCoord;
float computeFog() float computeFog()
@ -50,7 +49,6 @@ void main()
if (bool(uTextureUsage0)) if (bool(uTextureUsage0))
Color *= texture2D(uTextureUnit0, vTextureCoord0); Color *= texture2D(uTextureUnit0, vTextureCoord0);
Color += vSpecularColor;
if (bool(uFogEnable)) if (bool(uFogEnable))
{ {

@ -20,7 +20,6 @@ uniform float uThickness;
varying vec2 vTextureCoord0; varying vec2 vTextureCoord0;
varying vec4 vVertexColor; varying vec4 vVertexColor;
varying vec4 vSpecularColor;
varying float vFogCoord; varying float vFogCoord;
void main() void main()
@ -32,7 +31,6 @@ void main()
vTextureCoord0 = vec4(uTMatrix0 * TextureCoord0).xy; vTextureCoord0 = vec4(uTMatrix0 * TextureCoord0).xy;
vVertexColor = inVertexColor.bgra; vVertexColor = inVertexColor.bgra;
vSpecularColor = vec4(0.0, 0.0, 0.0, 0.0);
vec3 Position = (uWVMatrix * vec4(inVertexPosition, 1.0)).xyz; vec3 Position = (uWVMatrix * vec4(inVertexPosition, 1.0)).xyz;

@ -18,7 +18,6 @@ uniform float uFogDensity;
varying vec2 vTextureCoord0; varying vec2 vTextureCoord0;
varying vec4 vVertexColor; varying vec4 vVertexColor;
varying vec4 vSpecularColor;
varying float vFogCoord; varying float vFogCoord;
float computeFog() float computeFog()
@ -57,7 +56,6 @@ void main()
if (Color.a < uAlphaRef) if (Color.a < uAlphaRef)
discard; discard;
} }
Color += vSpecularColor;
if (bool(uFogEnable)) if (bool(uFogEnable))
{ {

@ -18,7 +18,6 @@ uniform float uFogDensity;
varying vec2 vTextureCoord0; varying vec2 vTextureCoord0;
varying vec4 vVertexColor; varying vec4 vVertexColor;
varying vec4 vSpecularColor;
varying float vFogCoord; varying float vFogCoord;
float computeFog() float computeFog()
@ -55,8 +54,6 @@ void main()
if (Color.a < uAlphaRef) if (Color.a < uAlphaRef)
discard; discard;
Color += vSpecularColor;
if (bool(uFogEnable)) if (bool(uFogEnable))
{ {
float FogFactor = computeFog(); float FogFactor = computeFog();

@ -17,7 +17,6 @@ uniform float uFogDensity;
varying vec2 vTextureCoord0; varying vec2 vTextureCoord0;
varying vec4 vVertexColor; varying vec4 vVertexColor;
varying vec4 vSpecularColor;
varying float vFogCoord; varying float vFogCoord;
float computeFog() float computeFog()
@ -50,7 +49,6 @@ void main()
if (bool(uTextureUsage0)) if (bool(uTextureUsage0))
Color *= texture2D(uTextureUnit0, vTextureCoord0); Color *= texture2D(uTextureUnit0, vTextureCoord0);
Color += vSpecularColor;
if (bool(uFogEnable)) if (bool(uFogEnable))
{ {