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authorRémi Verschelde <rverschelde@gmail.com>2020-01-21 21:32:27 +0100
committerRémi Verschelde <rverschelde@gmail.com>2020-01-21 21:41:54 +0100
commit4faaf6089a3880d673c5fc51a260128bfe59b351 (patch)
tree08232615d23839c83ae1bdd515a28d7e94ccdf83 /drivers/gles3/shaders
parent79aaafc686ac57ea535d0542e123e9f45a097e69 (diff)
Remove unused #if 0'ed code
Diffstat (limited to 'drivers/gles3/shaders')
-rw-r--r--drivers/gles3/shaders/scene.glsl29
1 files changed, 0 insertions, 29 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index a330dbef77..a45ac2eb8a 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -1224,35 +1224,6 @@ in highp float dp_clip;
#endif
-#if 0
-// need to save texture depth for this
-vec3 light_transmittance(float translucency,vec3 light_vec, vec3 normal, vec3 pos, float distance) {
-
- float scale = 8.25 * (1.0 - translucency) / subsurface_scatter_width;
- float d = scale * distance;
-
- /**
- * Armed with the thickness, we can now calculate the color by means of the
- * precalculated transmittance profile.
- * (It can be precomputed into a texture, for maximum performance):
- */
- float dd = -d * d;
- vec3 profile =
- vec3(0.233, 0.455, 0.649) * exp(dd / 0.0064) +
- vec3(0.1, 0.336, 0.344) * exp(dd / 0.0484) +
- vec3(0.118, 0.198, 0.0) * exp(dd / 0.187) +
- vec3(0.113, 0.007, 0.007) * exp(dd / 0.567) +
- vec3(0.358, 0.004, 0.0) * exp(dd / 1.99) +
- vec3(0.078, 0.0, 0.0) * exp(dd / 7.41);
-
- /**
- * Using the profile, we finally approximate the transmitted lighting from
- * the back of the object:
- */
- return profile * clamp(0.3 + dot(light_vec, normal),0.0,1.0);
-}
-#endif
-
void light_process_omni(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 binormal, vec3 tangent, vec3 albedo, vec3 transmission, float roughness, float metallic, float specular, float rim, float rim_tint, float clearcoat, float clearcoat_gloss, float anisotropy, float p_blob_intensity, inout vec3 diffuse_light, inout vec3 specular_light, inout float alpha) {
vec3 light_rel_vec = omni_lights[idx].light_pos_inv_radius.xyz - vertex;