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-rw-r--r--scene/resources/shader.h32
1 files changed, 3 insertions, 29 deletions
diff --git a/scene/resources/shader.h b/scene/resources/shader.h
index b7fa349dfe..0e8e48d82e 100644
--- a/scene/resources/shader.h
+++ b/scene/resources/shader.h
@@ -6,6 +6,7 @@
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -54,7 +55,7 @@ private:
// hack the name of performance
// shaders keep a list of ShaderMaterial -> VisualServer name translations, to make
- // convertion fast and save memory.
+ // conversion fast and save memory.
mutable bool params_cache_dirty;
mutable Map<StringName, StringName> params_cache; //map a shader param to a material param..
Map<StringName, Ref<Texture> > default_textures;
@@ -88,37 +89,10 @@ public:
virtual RID get_rid() const;
- Shader(Mode p_mode);
+ Shader();
~Shader();
};
VARIANT_ENUM_CAST(Shader::Mode);
-class SpatialShader : public Shader {
-
- GDCLASS(SpatialShader, Shader);
-
-public:
- SpatialShader()
- : Shader(MODE_SPATIAL){};
-};
-
-class CanvasItemShader : public Shader {
-
- GDCLASS(CanvasItemShader, Shader);
-
-public:
- CanvasItemShader()
- : Shader(MODE_CANVAS_ITEM){};
-};
-
-class ParticlesShader : public Shader {
-
- GDCLASS(ParticlesShader, Shader);
-
-public:
- ParticlesShader()
- : Shader(MODE_PARTICLES){};
-};
-
#endif // SHADER_H