diff options
author | clayjohn <claynjohn@gmail.com> | 2022-12-05 18:10:13 -0800 |
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committer | clayjohn <claynjohn@gmail.com> | 2022-12-05 18:10:13 -0800 |
commit | 975a8f9ada76e227f6c50b2a6f51ea84e1244ce4 (patch) | |
tree | 7a5c8d1c0d4bdd1046992f12534c09752010e9ed /drivers/gles3/shaders | |
parent | f3e6750a7e4702918e05f42b1376e30e652f2f90 (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.glsl | 2 | ||||
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 5 |
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 |