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author | Yuri Sizov <yuris@humnom.net> | 2024-01-25 16:27:14 +0100 |
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committer | Yuri Sizov <yuris@humnom.net> | 2024-01-25 16:27:14 +0100 |
commit | 3f7ea71e883049d41051a6f58828a98c4d7b0eae (patch) | |
tree | 0dfe59fc7483b39f486176be138c181b3b459773 | |
parent | 1b83e8ae8132a9197719c10b8824767d8a26a214 (diff) | |
parent | 2004ad1ac57a7d30718f7eeda9b50fe36df005d0 (diff) | |
download | redot-engine-3f7ea71e883049d41051a6f58828a98c4d7b0eae.tar.gz |
Merge pull request #87495 from jsjtxietian/USE_LIGHT_SHADER_CODE
Clean up outdated `USE_LIGHT_SHADER_CODE` usage
5 files changed, 2 insertions, 13 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 6e28228370..421040510c 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -942,7 +942,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, bool is_di #endif inout vec3 diffuse_light, inout vec3 specular_light) { -#if defined(USE_LIGHT_SHADER_CODE) +#if defined(LIGHT_CODE_USED) // light is written by the light shader highp mat4 model_matrix = world_transform; @@ -1078,7 +1078,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, bool is_di alpha = min(alpha, clamp(1.0 - attenuation, 0.0, 1.0)); #endif -#endif // USE_LIGHT_SHADER_CODE +#endif // LIGHT_CODE_USED } float get_omni_spot_attenuation(float distance, float inv_range, float decay) { diff --git a/drivers/gles3/storage/material_storage.cpp b/drivers/gles3/storage/material_storage.cpp index 13ab05c0a0..852327cf30 100644 --- a/drivers/gles3/storage/material_storage.cpp +++ b/drivers/gles3/storage/material_storage.cpp @@ -1178,7 +1178,6 @@ MaterialStorage::MaterialStorage() { actions.usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV"; actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n"; actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n"; - actions.usage_defines["LIGHT"] = "#define LIGHT_SHADER_CODE_USED\n"; actions.usage_defines["SPECULAR_SHININESS"] = "#define SPECULAR_SHININESS_USED\n"; actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n"; @@ -1326,9 +1325,6 @@ MaterialStorage::MaterialStorage() { actions.usage_defines["BACKLIGHT"] = "#define LIGHT_BACKLIGHT_USED\n"; actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n"; - actions.usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n"; - actions.usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n"; - actions.usage_defines["FOG"] = "#define CUSTOM_FOG_USED\n"; actions.usage_defines["RADIANCE"] = "#define CUSTOM_RADIANCE_USED\n"; actions.usage_defines["IRRADIANCE"] = "#define CUSTOM_IRRADIANCE_USED\n"; diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp index 86852ce020..abb0359f0d 100644 --- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp @@ -680,9 +680,6 @@ void SceneShaderForwardClustered::init(const String p_defines) { actions.usage_defines["BACKLIGHT"] = "#define LIGHT_BACKLIGHT_USED\n"; actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n"; - actions.usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n"; - actions.usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n"; - actions.usage_defines["FOG"] = "#define CUSTOM_FOG_USED\n"; actions.usage_defines["RADIANCE"] = "#define CUSTOM_RADIANCE_USED\n"; actions.usage_defines["IRRADIANCE"] = "#define CUSTOM_IRRADIANCE_USED\n"; diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp index 043cdbc8e5..96cd5052c8 100644 --- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp +++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp @@ -584,9 +584,6 @@ void SceneShaderForwardMobile::init(const String p_defines) { actions.usage_defines["BACKLIGHT"] = "#define LIGHT_BACKLIGHT_USED\n"; actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n"; - actions.usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n"; - actions.usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n"; - actions.usage_defines["FOG"] = "#define CUSTOM_FOG_USED\n"; actions.usage_defines["RADIANCE"] = "#define CUSTOM_RADIANCE_USED\n"; actions.usage_defines["IRRADIANCE"] = "#define CUSTOM_IRRADIANCE_USED\n"; diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp index 283b3ee09a..fa68565cc1 100644 --- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp @@ -2579,7 +2579,6 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() { actions.usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV"; actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n"; actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n"; - actions.usage_defines["LIGHT"] = "#define LIGHT_SHADER_CODE_USED\n"; actions.usage_defines["SPECULAR_SHININESS"] = "#define SPECULAR_SHININESS_USED\n"; actions.usage_defines["POINT_SIZE"] = "#define USE_POINT_SIZE\n"; |