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path: root/drivers/gles2/shaders/scene.glsl
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Diffstat (limited to 'drivers/gles2/shaders/scene.glsl')
-rw-r--r--drivers/gles2/shaders/scene.glsl21
1 files changed, 0 insertions, 21 deletions
diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl
index b720c71cec..d658ccd5cd 100644
--- a/drivers/gles2/shaders/scene.glsl
+++ b/drivers/gles2/shaders/scene.glsl
@@ -194,7 +194,6 @@ void light_compute(
vec3 light_color,
vec3 attenuation,
float roughness) {
-
//this makes lights behave closer to linear, but then addition of lights looks bad
//better left disabled
@@ -249,7 +248,6 @@ void light_compute(
diffuse_interp += light_color * diffuse_brdf_NL * attenuation;
if (roughness > 0.0) {
-
// D
float specular_brdf_NL = 0.0;
@@ -325,7 +323,6 @@ uniform mediump float fog_height_curve;
#endif //fog
void main() {
-
highp vec4 vertex = vertex_attrib;
mat4 world_matrix = world_transform;
@@ -394,7 +391,6 @@ void main() {
#else
// look up transform from the "pose texture"
{
-
for (int i = 0; i < 4; i++) {
ivec2 tex_ofs = ivec2(int(bone_ids[i]) * 3, 0);
@@ -512,7 +508,6 @@ VERTEX_SHADER_CODE
float normalized_distance = light_length / light_range;
if (normalized_distance < 1.0) {
-
float omni_attenuation = pow(1.0 - normalized_distance, light_attenuation);
vec3 attenuation = vec3(omni_attenuation);
@@ -532,7 +527,6 @@ VERTEX_SHADER_CODE
float normalized_distance = light_length / light_range;
if (normalized_distance < 1.0) {
-
float spot_attenuation = pow(1.0 - normalized_distance, light_attenuation);
vec3 spot_dir = light_direction;
@@ -541,7 +535,6 @@ VERTEX_SHADER_CODE
float angle = dot(-normalize(light_rel_vec), spot_dir);
if (angle > spot_cutoff) {
-
float scos = max(angle, spot_cutoff);
float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_cutoff));
@@ -645,7 +638,6 @@ VERTEX_SHADER_CODE
#ifdef FOG_DEPTH_ENABLED
{
-
float fog_z = smoothstep(fog_depth_begin, fog_max_distance, length(vertex));
fog_amount = pow(fog_z, fog_depth_curve) * fog_color_base.a;
@@ -1157,7 +1149,6 @@ void light_compute(
inout vec3 diffuse_light,
inout vec3 specular_light,
inout float alpha) {
-
//this makes lights behave closer to linear, but then addition of lights looks bad
//better left disabled
@@ -1381,7 +1372,6 @@ LIGHT_SHADER_CODE
#define SAMPLE_SHADOW_TEXEL_PROJ(p_shadow, p_pos) step(p_pos.z, SHADOW_DEPTH(texture2DProj(p_shadow, p_pos)))
float sample_shadow(highp sampler2D shadow, highp vec4 spos) {
-
#ifdef SHADOW_MODE_PCF_13
spos.xyz /= spos.w;
@@ -1458,7 +1448,6 @@ uniform mediump float fog_height_curve;
#endif //fog
void main() {
-
#ifdef RENDER_DEPTH_DUAL_PARABOLOID
if (dp_clip > 0.0)
@@ -1653,7 +1642,6 @@ FRAGMENT_SHADER_CODE
// environment BRDF approximation
{
-
#if defined(DIFFUSE_TOON)
//simplify for toon, as
specular_light *= specular * metallic * albedo * 2.0;
@@ -1732,7 +1720,6 @@ FRAGMENT_SHADER_CODE
float normalized_distance = light_length / light_range;
if (normalized_distance < 1.0) {
-
float omni_attenuation = pow(1.0 - normalized_distance, light_attenuation);
light_att = vec3(omni_attenuation);
@@ -1829,7 +1816,6 @@ FRAGMENT_SHADER_CODE
}
} else {
if (depth_z < light_split_offsets.z) {
-
shadow_att = shadow3;
#if defined(LIGHT_USE_PSSM_BLEND)
@@ -1838,7 +1824,6 @@ FRAGMENT_SHADER_CODE
#endif
} else {
-
shadow_att = shadow4;
pssm_fade = smoothstep(light_split_offsets.z, light_split_offsets.w, depth_z);
@@ -1881,7 +1866,6 @@ FRAGMENT_SHADER_CODE
pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
#endif
} else {
-
shadow_att = shadow2;
pssm_fade = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
#ifdef LIGHT_USE_PSSM_BLEND
@@ -1945,7 +1929,6 @@ FRAGMENT_SHADER_CODE
}
} else {
if (depth_z < light_split_offsets.z) {
-
pssm_coord = shadow_coord3;
#if defined(LIGHT_USE_PSSM_BLEND)
@@ -1954,7 +1937,6 @@ FRAGMENT_SHADER_CODE
#endif
} else {
-
pssm_coord = shadow_coord4;
pssm_fade = smoothstep(light_split_offsets.z, light_split_offsets.w, depth_z);
@@ -1968,7 +1950,6 @@ FRAGMENT_SHADER_CODE
#ifdef LIGHT_USE_PSSM2
if (depth_z < light_split_offsets.x) {
-
pssm_coord = shadow_coord;
#ifdef LIGHT_USE_PSSM_BLEND
@@ -1976,7 +1957,6 @@ FRAGMENT_SHADER_CODE
pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
#endif
} else {
-
pssm_coord = shadow_coord2;
pssm_fade = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
#ifdef LIGHT_USE_PSSM_BLEND
@@ -2165,7 +2145,6 @@ FRAGMENT_SHADER_CODE
#ifdef FOG_DEPTH_ENABLED
{
-
float fog_z = smoothstep(fog_depth_begin, fog_max_distance, length(vertex));
fog_amount = pow(fog_z, fog_depth_curve) * fog_color_base.a;