mirror of https://github.com/minetest/minetest.git
Remove unused shader uniform
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@ -4,7 +4,6 @@ uniform vec3 dayLight;
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uniform lowp vec4 fogColor;
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uniform float fogDistance;
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uniform float fogShadingParameter;
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uniform vec3 eyePosition;
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// The cameraOffset is the current center of the visible world.
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uniform highp vec3 cameraOffset;
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@ -1,7 +1,6 @@
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uniform mat4 mWorld;
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// Color of the light emitted by the sun.
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uniform vec3 dayLight;
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uniform vec3 eyePosition;
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// The cameraOffset is the current center of the visible world.
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uniform highp vec3 cameraOffset;
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@ -4,7 +4,6 @@ uniform vec3 dayLight;
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uniform lowp vec4 fogColor;
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uniform float fogDistance;
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uniform float fogShadingParameter;
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uniform vec3 eyePosition;
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// The cameraOffset is the current center of the visible world.
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uniform highp vec3 cameraOffset;
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@ -1,6 +1,5 @@
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uniform mat4 mWorld;
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uniform vec3 dayLight;
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uniform vec3 eyePosition;
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uniform float animationTimer;
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uniform lowp vec4 emissiveColor;
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@ -381,11 +381,9 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
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CachedPixelShaderSetting<float>
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m_animation_timer_delta_pixel{"animationTimerDelta"};
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CachedPixelShaderSetting<float, 3> m_day_light{"dayLight"};
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CachedPixelShaderSetting<float, 3> m_eye_position_pixel{"eyePosition"};
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CachedVertexShaderSetting<float, 3> m_eye_position_vertex{"eyePosition"};
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CachedPixelShaderSetting<float, 3> m_minimap_yaw{"yawVec"};
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CachedPixelShaderSetting<float, 3> m_camera_offset_pixel{"cameraOffset"};
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CachedPixelShaderSetting<float, 3> m_camera_offset_vertex{"cameraOffset"};
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CachedVertexShaderSetting<float, 3> m_camera_offset_vertex{"cameraOffset"};
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CachedPixelShaderSetting<SamplerLayer_t> m_texture0{"texture0"};
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CachedPixelShaderSetting<SamplerLayer_t> m_texture1{"texture1"};
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CachedPixelShaderSetting<SamplerLayer_t> m_texture2{"texture2"};
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@ -483,10 +481,6 @@ public:
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m_animation_timer_delta_vertex.set(&animation_timer_delta_f, services);
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m_animation_timer_delta_pixel.set(&animation_timer_delta_f, services);
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v3f epos = m_client->getEnv().getLocalPlayer()->getEyePosition();
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m_eye_position_pixel.set(epos, services);
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m_eye_position_vertex.set(epos, services);
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if (m_client->getMinimap()) {
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v3f minimap_yaw = m_client->getMinimap()->getYawVec();
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m_minimap_yaw.set(minimap_yaw, services);
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