diff --git a/libraries/render-utils/src/RenderPipelines.cpp b/libraries/render-utils/src/RenderPipelines.cpp index 3ca30ecfb7..778b215701 100644 --- a/libraries/render-utils/src/RenderPipelines.cpp +++ b/libraries/render-utils/src/RenderPipelines.cpp @@ -30,7 +30,6 @@ #include "model_lightmap_fade_vert.h" #include "model_lightmap_normal_map_fade_vert.h" #include "model_translucent_vert.h" -#include "model_translucent_normal_map_vert.h" #include "skin_model_fade_vert.h" #include "skin_model_normal_map_fade_vert.h" @@ -65,12 +64,10 @@ #include "model_lightmap_normal_map_frag.h" #include "model_translucent_frag.h" #include "model_translucent_unlit_frag.h" -#include "model_translucent_normal_map_frag.h" #include "model_lightmap_fade_frag.h" #include "model_lightmap_normal_map_fade_frag.h" #include "model_translucent_fade_frag.h" -#include "model_translucent_normal_map_fade_frag.h" #include "model_translucent_unlit_fade_frag.h" #include "overlay3D_vert.h" @@ -184,7 +181,7 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip auto modelLightmapVertex = model_lightmap_vert::getShader(); auto modelLightmapNormalMapVertex = model_lightmap_normal_map_vert::getShader(); auto modelTranslucentVertex = model_translucent_vert::getShader(); - auto modelTranslucentFadeVertex = model_translucent_fade_vert::getShader(); +// auto modelTranslucentFadeVertex = model_translucent_fade_vert::getShader(); auto modelShadowVertex = model_shadow_vert::getShader(); auto skinModelVertex = skin_model_vert::getShader(); auto skinModelNormalMapVertex = skin_model_normal_map_vert::getShader(); @@ -281,7 +278,7 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip simpleVertex, simpleTranslucentUnlitPixel, nullptr, nullptr); addPipeline( Key::Builder().withMaterial().withTranslucent().withTangents(), - modelTranslucentNormalMapVertex, modelTranslucentNormalMapPixel, nullptr, nullptr); + modelTranslucentVertex, modelTranslucentPixel, nullptr, nullptr); addPipeline( // FIXME: Ignore lightmap for translucents meshpart Key::Builder().withMaterial().withTranslucent().withLightmap(), @@ -301,7 +298,7 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip simpleFadeVertex, simpleTranslucentUnlitFadePixel, batchSetter, itemSetter); addPipeline( Key::Builder().withMaterial().withTranslucent().withTangents().withFade(), - modelTranslucentNormalMapVertex, modelTranslucentNormalMapFadePixel, batchSetter, itemSetter); + modelNormalMapFadeVertex, modelTranslucentFadePixel, batchSetter, itemSetter); addPipeline( // FIXME: Ignore lightmap for translucents meshpart Key::Builder().withMaterial().withTranslucent().withLightmap().withFade(),