Dead code and disable debug info

This commit is contained in:
Sam Gateau 2015-07-09 09:37:35 -07:00
parent fb37af3e04
commit 8f4a108441
3 changed files with 2 additions and 9 deletions

View file

@ -471,8 +471,8 @@ void DeferredLightingEffect::render(RenderArgs* args) {
for (auto lightID : _spotLights) {
auto light = _allocatedLights[lightID];
// IN DEBUG:
light->setShowContour(true);
// IN DEBUG: light->setShowContour(true);
batch.setUniformBuffer(_spotLightLocations.lightBufferUnit, light->getSchemaBuffer());
auto eyeLightPos = eyePoint - light->getPosition();

View file

@ -19,16 +19,12 @@
uniform mat4 texcoordMat;
void main(void) {
// gl_Position = ftransform();
// standard transform
TransformCamera cam = getTransformCamera();
TransformObject obj = getTransformObject();
<$transformModelToClipPos(cam, obj, gl_Vertex, gl_Position)$>;
vec4 projected = gl_Position / gl_Position.w;
// gl_TexCoord[0] = vec4(dot(projected, gl_ObjectPlaneS[3]) * gl_Position.w,
// dot(projected, gl_ObjectPlaneT[3]) * gl_Position.w, 0.0, gl_Position.w);
gl_TexCoord[0] = vec4(dot(projected, texcoordMat[0]) * gl_Position.w,
dot(projected, texcoordMat[1]) * gl_Position.w, 0.0, gl_Position.w);
}

View file

@ -35,9 +35,6 @@ void main(void) {
discard;
}
//gl_FragColor = vec4(1.0, 1.0, 1.0, 0.0);
//return;
// Need the light now
Light light = getLight();