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authorclayjohn <claynjohn@gmail.com>2022-12-05 18:10:13 -0800
committerclayjohn <claynjohn@gmail.com>2022-12-05 18:10:13 -0800
commit975a8f9ada76e227f6c50b2a6f51ea84e1244ce4 (patch)
tree7a5c8d1c0d4bdd1046992f12534c09752010e9ed /drivers/gles3/shaders
parentf3e6750a7e4702918e05f42b1376e30e652f2f90 (diff)
Clean up specialization constants in OpenGL scene renderer
Also add support for disabling omni and spot lights when not used
Diffstat (limited to 'drivers/gles3/shaders')
-rw-r--r--drivers/gles3/shaders/canvas.glsl2
-rw-r--r--drivers/gles3/shaders/scene.glsl5
2 files changed, 4 insertions, 3 deletions
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl
index a61ea1587d..c1c26ed963 100644
--- a/drivers/gles3/shaders/canvas.glsl
+++ b/drivers/gles3/shaders/canvas.glsl
@@ -41,8 +41,6 @@ layout(std140) uniform MaterialUniforms{ //ubo:4
#include "canvas_uniforms_inc.glsl"
#include "stdlib_inc.glsl"
-uniform sampler2D transforms_texture; //texunit:-1
-
out vec2 uv_interp;
out vec4 color_interp;
out vec2 vertex_interp;
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 32557d3314..fa68f0063f 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -779,7 +779,7 @@ float get_omni_attenuation(float distance, float inv_range, float decay) {
nd *= nd; // nd^2
return nd * pow(max(distance, 0.0001), -decay);
}
-
+#ifndef DISABLE_LIGHT_OMNI
void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f0, float roughness, float metallic, float shadow, vec3 albedo, inout float alpha,
#ifdef LIGHT_BACKLIGHT_USED
vec3 backlight,
@@ -821,7 +821,9 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f
diffuse_light,
specular_light);
}
+#endif // !DISABLE_LIGHT_OMNI
+#ifndef DISABLE_LIGHT_SPOT
void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f0, float roughness, float metallic, float shadow, vec3 albedo, inout float alpha,
#ifdef LIGHT_BACKLIGHT_USED
vec3 backlight,
@@ -869,6 +871,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f
#endif
diffuse_light, specular_light);
}
+#endif // !DISABLE_LIGHT_SPOT
#endif // !defined(DISABLE_LIGHT_DIRECTIONAL) || !defined(DISABLE_LIGHT_OMNI) && !defined(DISABLE_LIGHT_SPOT)
#ifndef MODE_RENDER_DEPTH