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authorSmileTheory <SmileTheory@gmail.com>2014-11-10 21:59:37 -0800
committerTim Angus <tim@ngus.net>2015-03-17 11:38:55 +0000
commit6d2d70c7fd0d6f56269f611146e65a715aa7898a (patch)
tree6845eac6697e856134d034ad6951635c8e507a10 /src/renderergl2/glsl
parente162c6334e08d3b6a9c4097b4014e7b3c922d0ff (diff)
OpenGL2: remove lightmap support from generic glsl shader. This path was barely used and doing this compiles fewer shaders.
Diffstat (limited to 'src/renderergl2/glsl')
-rw-r--r--src/renderergl2/glsl/generic_fp.glsl33
-rw-r--r--src/renderergl2/glsl/generic_vp.glsl9
2 files changed, 1 insertions, 41 deletions
diff --git a/src/renderergl2/glsl/generic_fp.glsl b/src/renderergl2/glsl/generic_fp.glsl
index aefa33c3..50db0785 100644
--- a/src/renderergl2/glsl/generic_fp.glsl
+++ b/src/renderergl2/glsl/generic_fp.glsl
@@ -1,45 +1,12 @@
uniform sampler2D u_DiffuseMap;
-#if defined(USE_LIGHTMAP)
-uniform sampler2D u_LightMap;
-
-uniform int u_Texture1Env;
-#endif
-
varying vec2 var_DiffuseTex;
-#if defined(USE_LIGHTMAP)
-varying vec2 var_LightTex;
-#endif
-
varying vec4 var_Color;
void main()
{
vec4 color = texture2D(u_DiffuseMap, var_DiffuseTex);
-#if defined(USE_LIGHTMAP)
- vec4 color2 = texture2D(u_LightMap, var_LightTex);
- #if defined(RGBM_LIGHTMAP)
- color2.rgb *= color2.a;
- color2.a = 1.0;
- #endif
-
- if (u_Texture1Env == TEXENV_MODULATE)
- {
- color *= color2;
- }
- else if (u_Texture1Env == TEXENV_ADD)
- {
- color += color2;
- }
- else if (u_Texture1Env == TEXENV_REPLACE)
- {
- color = color2;
- }
-
- //color = color * (u_Texture1Env.xxxx + color2 * u_Texture1Env.z) + color2 * u_Texture1Env.y;
-#endif
-
gl_FragColor = color * var_Color;
}
diff --git a/src/renderergl2/glsl/generic_vp.glsl b/src/renderergl2/glsl/generic_vp.glsl
index 859b4363..bbe08e84 100644
--- a/src/renderergl2/glsl/generic_vp.glsl
+++ b/src/renderergl2/glsl/generic_vp.glsl
@@ -9,7 +9,7 @@ attribute vec3 attr_Normal2;
attribute vec4 attr_Color;
attribute vec4 attr_TexCoord0;
-#if defined(USE_LIGHTMAP) || defined(USE_TCGEN)
+#if defined(USE_TCGEN)
attribute vec4 attr_TexCoord1;
#endif
@@ -57,9 +57,6 @@ uniform float u_VertexLerp;
#endif
varying vec2 var_DiffuseTex;
-#if defined(USE_LIGHTMAP)
-varying vec2 var_LightTex;
-#endif
varying vec4 var_Color;
#if defined(USE_DEFORM_VERTEXES)
@@ -230,10 +227,6 @@ void main()
var_DiffuseTex = tex;
#endif
-#if defined(USE_LIGHTMAP)
- var_LightTex = attr_TexCoord1.st;
-#endif
-
#if defined(USE_RGBAGEN)
var_Color = CalcColor(position, normal);
#else