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author | jsjtxietian <jsjtxietian@outlook.com> | 2024-01-23 12:47:58 +0800 |
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committer | jsjtxietian <jsjtxietian@outlook.com> | 2024-01-24 12:30:27 +0800 |
commit | 2004ad1ac57a7d30718f7eeda9b50fe36df005d0 (patch) | |
tree | 300f6efac856859acfffedd6095838e587123779 /drivers | |
parent | 6fea273ed3df7d4be9674d35aae698731fa823ea (diff) | |
download | redot-engine-2004ad1ac57a7d30718f7eeda9b50fe36df005d0.tar.gz |
Clean up outdated `USE_LIGHT_SHADER_CODE` usage
Diffstat (limited to 'drivers')
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 4 | ||||
-rw-r--r-- | drivers/gles3/storage/material_storage.cpp | 4 |
2 files changed, 2 insertions, 6 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index e95d684763..3e52af16eb 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -936,7 +936,7 @@ 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; @@ -1072,7 +1072,7 @@ 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"; |