mirror of
https://github.com/minetest/irrlicht.git
synced 2025-07-15 22:40:31 +02:00
OpenGL3: Drop always-zero vSpecularColor from the shaders
This commit is contained in:
@ -17,7 +17,6 @@ uniform float uFogDensity;
|
||||
|
||||
varying vec2 vTextureCoord0;
|
||||
varying vec4 vVertexColor;
|
||||
varying vec4 vSpecularColor;
|
||||
varying float vFogCoord;
|
||||
|
||||
float computeFog()
|
||||
@ -50,7 +49,6 @@ void main()
|
||||
|
||||
if (bool(uTextureUsage0))
|
||||
Color *= texture2D(uTextureUnit0, vTextureCoord0);
|
||||
Color += vSpecularColor;
|
||||
|
||||
if (bool(uFogEnable))
|
||||
{
|
||||
|
Reference in New Issue
Block a user