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OpenGL3: Drop unused material property uniforms
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@ -14,13 +14,6 @@ uniform mat4 uWVMatrix;
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uniform mat4 uNMatrix;
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uniform mat4 uTMatrix0;
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uniform vec4 uGlobalAmbient;
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uniform vec4 uMaterialAmbient;
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uniform vec4 uMaterialDiffuse;
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uniform vec4 uMaterialEmissive;
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uniform vec4 uMaterialSpecular;
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uniform float uMaterialShininess;
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uniform float uThickness;
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/* Varyings */
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@ -15,7 +15,7 @@ namespace video
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// Base callback
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COpenGL3MaterialBaseCB::COpenGL3MaterialBaseCB() :
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FirstUpdateBase(true), WVPMatrixID(-1), WVMatrixID(-1), NMatrixID(-1), GlobalAmbientID(-1), MaterialAmbientID(-1), MaterialDiffuseID(-1), MaterialEmissiveID(-1), MaterialSpecularID(-1), MaterialShininessID(-1),
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FirstUpdateBase(true), WVPMatrixID(-1), WVMatrixID(-1), NMatrixID(-1),
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FogEnableID(-1), FogTypeID(-1), FogColorID(-1), FogStartID(-1),
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FogEndID(-1), FogDensityID(-1), ThicknessID(-1), LightEnable(false), MaterialAmbient(SColorf(0.f, 0.f, 0.f)), MaterialDiffuse(SColorf(0.f, 0.f, 0.f)), MaterialEmissive(SColorf(0.f, 0.f, 0.f)), MaterialSpecular(SColorf(0.f, 0.f, 0.f)),
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MaterialShininess(0.f), FogEnable(0), FogType(1), FogColor(SColorf(0.f, 0.f, 0.f, 1.f)), FogStart(0.f), FogEnd(0.f), FogDensity(0.f), Thickness(1.f)
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@ -45,12 +45,7 @@ void COpenGL3MaterialBaseCB::OnSetConstants(IMaterialRendererServices* services,
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WVPMatrixID = services->getVertexShaderConstantID("uWVPMatrix");
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WVMatrixID = services->getVertexShaderConstantID("uWVMatrix");
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NMatrixID = services->getVertexShaderConstantID("uNMatrix");
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GlobalAmbientID = services->getVertexShaderConstantID("uGlobalAmbient");
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MaterialAmbientID = services->getVertexShaderConstantID("uMaterialAmbient");
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MaterialDiffuseID = services->getVertexShaderConstantID("uMaterialDiffuse");
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MaterialEmissiveID = services->getVertexShaderConstantID("uMaterialEmissive");
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MaterialSpecularID = services->getVertexShaderConstantID("uMaterialSpecular");
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MaterialShininessID = services->getVertexShaderConstantID("uMaterialShininess");
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FogEnableID = services->getVertexShaderConstantID("uFogEnable");
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FogTypeID = services->getVertexShaderConstantID("uFogType");
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FogColorID = services->getVertexShaderConstantID("uFogColor");
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@ -28,13 +28,6 @@ protected:
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s32 WVMatrixID;
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s32 NMatrixID;
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s32 GlobalAmbientID;
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s32 MaterialAmbientID;
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s32 MaterialDiffuseID;
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s32 MaterialEmissiveID;
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s32 MaterialSpecularID;
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s32 MaterialShininessID;
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s32 FogEnableID;
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s32 FogTypeID;
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s32 FogColorID;
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