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path: root/drivers/gles2/shaders/subsurf_scattering.glsl
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Diffstat (limited to 'drivers/gles2/shaders/subsurf_scattering.glsl')
-rw-r--r--drivers/gles2/shaders/subsurf_scattering.glsl3
1 files changed, 0 insertions, 3 deletions
diff --git a/drivers/gles2/shaders/subsurf_scattering.glsl b/drivers/gles2/shaders/subsurf_scattering.glsl
index f40fb3a244..d0c34cf1b0 100644
--- a/drivers/gles2/shaders/subsurf_scattering.glsl
+++ b/drivers/gles2/shaders/subsurf_scattering.glsl
@@ -8,7 +8,6 @@ layout(location = 4) in vec2 uv_in;
out vec2 uv_interp;
void main() {
-
uv_interp = uv_in;
gl_Position = vertex_attrib;
}
@@ -102,7 +101,6 @@ uniform sampler2D source_depth; //texunit:2
layout(location = 0) out vec4 frag_color;
void main() {
-
float strength = texture(source_sss, uv_interp).r;
strength *= strength; //stored as sqrt
@@ -110,7 +108,6 @@ void main() {
vec4 base_color = texture(source_diffuse, uv_interp);
if (strength > 0.0) {
-
// Fetch linear depth of current pixel:
float depth = texture(source_depth, uv_interp).r * 2.0 - 1.0;
#ifdef USE_ORTHOGONAL_PROJECTION