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Diffstat (limited to 'modules/lightmapper_rd/lm_compute.glsl')
-rw-r--r--modules/lightmapper_rd/lm_compute.glsl7
1 files changed, 0 insertions, 7 deletions
diff --git a/modules/lightmapper_rd/lm_compute.glsl b/modules/lightmapper_rd/lm_compute.glsl
index a178bd9b2e..5a1f1ceda3 100644
--- a/modules/lightmapper_rd/lm_compute.glsl
+++ b/modules/lightmapper_rd/lm_compute.glsl
@@ -97,7 +97,6 @@ params;
//check it, but also return distance and barycentric coords (for uv lookup)
bool ray_hits_triangle(vec3 from, vec3 dir, float max_dist, vec3 p0, vec3 p1, vec3 p2, out float r_distance, out vec3 r_barycentric) {
-
const vec3 e0 = p1 - p0;
const vec3 e1 = p0 - p2;
vec3 triangleNormal = cross(e1, e0);
@@ -146,7 +145,6 @@ bool trace_ray(vec3 p_from, vec3 p_to
uint iters = 0;
while (all(greaterThanEqual(icell, ivec3(0))) && all(lessThan(icell, ivec3(params.grid_size))) && iters < 1000) {
-
uvec2 cell_data = texelFetch(usampler3D(grid, linear_sampler), icell, 0).xy;
if (cell_data.x > 0) { //triangles here
@@ -258,7 +256,6 @@ float quick_hash(vec2 pos) {
}
void main() {
-
#ifdef MODE_LIGHT_PROBES
int probe_index = int(gl_GlobalInvocationID.x);
if (probe_index >= params.atlas_size.x) { //too large, do nothing
@@ -294,7 +291,6 @@ void main() {
#endif
for (uint i = 0; i < params.light_count; i++) {
-
vec3 light_pos;
float attenuation;
if (lights.data[i].type == LIGHT_TYPE_DIRECTIONAL) {
@@ -313,7 +309,6 @@ void main() {
attenuation = pow(max(1.0 - d, 0.0), lights.data[i].attenuation);
if (lights.data[i].type == LIGHT_TYPE_SPOT) {
-
vec3 rel = normalize(position - light_pos);
float angle = acos(dot(rel, lights.data[i].direction));
if (angle > lights.data[i].spot_angle) {
@@ -512,7 +507,6 @@ void main() {
vec3 norm;
if (trace_ray(base_pos, ray_to, d, norm)) {
-
if (d < min_d) {
vertex_pos = base_pos + rays[i] * d + norm * params.bias * 10.0; //this bias needs to be greater than the regular bias, because otherwise later, rays will go the other side when pointing back.
min_d = d;
@@ -561,7 +555,6 @@ void main() {
light = textureLod(sampler2DArray(source_light, linear_sampler), uvw, 0.0).rgb;
light += textureLod(sampler2DArray(source_direct_light, linear_sampler), uvw, 0.0).rgb;
} else {
-
//did not hit a triangle, reach out for the sky
vec3 sky_dir = normalize(mat3(params.env_transform) * ray_dir);