forked from Mirrorlandia_minetest/irrlicht
OpenGL3: Drop always-zero vSpecularColor from the shaders
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6a152e8629
commit
462657960d
@ -18,7 +18,6 @@ uniform float uFogDensity;
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varying vec2 vTextureCoord0;
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varying vec2 vTextureCoord0;
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varying vec4 vVertexColor;
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varying vec4 vVertexColor;
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varying vec4 vSpecularColor;
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varying float vFogCoord;
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varying float vFogCoord;
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float computeFog()
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float computeFog()
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@ -54,7 +53,6 @@ void main()
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Color1 = texture2D(uTextureUnit0, vTextureCoord0);
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Color1 = texture2D(uTextureUnit0, vTextureCoord0);
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vec4 FinalColor = Color0 * Color1;
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vec4 FinalColor = Color0 * Color1;
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FinalColor += vSpecularColor;
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if (uBlendType == 1)
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if (uBlendType == 1)
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{
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{
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@ -17,7 +17,6 @@ uniform float uFogDensity;
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varying vec2 vTextureCoord0;
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varying vec2 vTextureCoord0;
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varying vec4 vVertexColor;
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varying vec4 vVertexColor;
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varying vec4 vSpecularColor;
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varying float vFogCoord;
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varying float vFogCoord;
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float computeFog()
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float computeFog()
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@ -50,7 +49,6 @@ void main()
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if (bool(uTextureUsage0))
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if (bool(uTextureUsage0))
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Color *= texture2D(uTextureUnit0, vTextureCoord0);
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Color *= texture2D(uTextureUnit0, vTextureCoord0);
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Color += vSpecularColor;
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if (bool(uFogEnable))
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if (bool(uFogEnable))
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{
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{
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@ -20,7 +20,6 @@ uniform float uThickness;
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varying vec2 vTextureCoord0;
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varying vec2 vTextureCoord0;
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varying vec4 vVertexColor;
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varying vec4 vVertexColor;
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varying vec4 vSpecularColor;
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varying float vFogCoord;
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varying float vFogCoord;
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void main()
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void main()
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@ -32,7 +31,6 @@ void main()
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vTextureCoord0 = vec4(uTMatrix0 * TextureCoord0).xy;
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vTextureCoord0 = vec4(uTMatrix0 * TextureCoord0).xy;
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vVertexColor = inVertexColor.bgra;
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vVertexColor = inVertexColor.bgra;
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vSpecularColor = vec4(0.0, 0.0, 0.0, 0.0);
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vec3 Position = (uWVMatrix * vec4(inVertexPosition, 1.0)).xyz;
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vec3 Position = (uWVMatrix * vec4(inVertexPosition, 1.0)).xyz;
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@ -18,7 +18,6 @@ uniform float uFogDensity;
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varying vec2 vTextureCoord0;
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varying vec2 vTextureCoord0;
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varying vec4 vVertexColor;
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varying vec4 vVertexColor;
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varying vec4 vSpecularColor;
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varying float vFogCoord;
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varying float vFogCoord;
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float computeFog()
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float computeFog()
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@ -57,7 +56,6 @@ void main()
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if (Color.a < uAlphaRef)
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if (Color.a < uAlphaRef)
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discard;
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discard;
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}
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}
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Color += vSpecularColor;
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if (bool(uFogEnable))
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if (bool(uFogEnable))
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{
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{
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@ -18,7 +18,6 @@ uniform float uFogDensity;
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varying vec2 vTextureCoord0;
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varying vec2 vTextureCoord0;
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varying vec4 vVertexColor;
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varying vec4 vVertexColor;
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varying vec4 vSpecularColor;
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varying float vFogCoord;
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varying float vFogCoord;
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float computeFog()
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float computeFog()
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@ -55,8 +54,6 @@ void main()
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if (Color.a < uAlphaRef)
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if (Color.a < uAlphaRef)
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discard;
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discard;
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Color += vSpecularColor;
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if (bool(uFogEnable))
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if (bool(uFogEnable))
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{
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{
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float FogFactor = computeFog();
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float FogFactor = computeFog();
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@ -17,7 +17,6 @@ uniform float uFogDensity;
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varying vec2 vTextureCoord0;
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varying vec2 vTextureCoord0;
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varying vec4 vVertexColor;
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varying vec4 vVertexColor;
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varying vec4 vSpecularColor;
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varying float vFogCoord;
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varying float vFogCoord;
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float computeFog()
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float computeFog()
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@ -50,7 +49,6 @@ void main()
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if (bool(uTextureUsage0))
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if (bool(uTextureUsage0))
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Color *= texture2D(uTextureUnit0, vTextureCoord0);
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Color *= texture2D(uTextureUnit0, vTextureCoord0);
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Color += vSpecularColor;
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if (bool(uFogEnable))
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if (bool(uFogEnable))
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{
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{
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