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author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2021-10-07 15:01:14 +0200 |
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committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2021-10-07 17:47:52 +0200 |
commit | 265bae824f2a56b343de71f9a846b586d2ce4e9a (patch) | |
tree | e52e42744c45d8dc58ece5a3f8e25f1e2b2ad560 /servers/rendering/renderer_rd/shaders | |
parent | 8afd2171d1f767c13a18b478b8fc8e6cb9df2157 (diff) |
Remove unimplemented `Environment.ambient_light_occlusion_color` property
This property was intended to provide a way to have SSAO or VoxelGI
ambient occlusion with a color other than black. However, it was
dropped during the Vulkan renderer development due to the performance
overhead it caused when the feature wasn't used.
Diffstat (limited to 'servers/rendering/renderer_rd/shaders')
3 files changed, 1 insertions, 7 deletions
diff --git a/servers/rendering/renderer_rd/shaders/gi.glsl b/servers/rendering/renderer_rd/shaders/gi.glsl index 60c881881d..5528ea3659 100644 --- a/servers/rendering/renderer_rd/shaders/gi.glsl +++ b/servers/rendering/renderer_rd/shaders/gi.glsl @@ -97,12 +97,10 @@ layout(push_constant, binding = 0, std430) uniform Params { vec4 proj_info; - vec3 ao_color; uint max_voxel_gi_instances; - bool high_quality_vct; bool orthogonal; - uint pad[2]; + uint pad; mat3x4 cam_rotation; } diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl index b53bf6a6d4..b943d81784 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl @@ -209,8 +209,6 @@ layout(set = 1, binding = 0, std140) uniform SceneData { float roughness_limiter_limit; uvec2 roughness_limiter_pad; - vec4 ao_color; - mat4 sdf_to_bounds; ivec3 sdf_offset; diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl index dd8879acb4..eb8fb49598 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl @@ -170,8 +170,6 @@ layout(set = 1, binding = 0, std140) uniform SceneData { mediump float roughness_limiter_limit; uvec2 roughness_limiter_pad; - mediump vec4 ao_color; - bool fog_enabled; highp float fog_density; highp float fog_height; |