trying to remove useless glsl code for Legacy path

This commit is contained in:
Sam Gateau 2015-03-20 13:28:42 -07:00
parent 68de91c80a
commit 07bcd115c2
2 changed files with 12 additions and 10 deletions

View file

@ -40,11 +40,11 @@ TransformCamera getTransformCamera() {
}
<@else@>
uniform vec4 transformObjectBuffer[8];
//uniform vec4 transformObjectBuffer[8];
TransformObject getTransformObject() {
TransformObject object;
object._model[0] = transformObjectBuffer[0];
/* object._model[0] = transformObjectBuffer[0];
object._model[1] = transformObjectBuffer[1];
object._model[2] = transformObjectBuffer[2];
object._model[3] = transformObjectBuffer[3];
@ -53,14 +53,14 @@ TransformObject getTransformObject() {
object._modelInverse[1] = transformObjectBuffer[5];
object._modelInverse[2] = transformObjectBuffer[6];
object._modelInverse[3] = transformObjectBuffer[7];
*/
return object;
}
uniform vec4 transformCameraBuffer[17];
//uniform vec4 transformCameraBuffer[17];
TransformCamera getTransformCamera() {
TransformCamera camera;
camera._view[0] = transformCameraBuffer[0];
/* camera._view[0] = transformCameraBuffer[0];
camera._view[1] = transformCameraBuffer[1];
camera._view[2] = transformCameraBuffer[2];
camera._view[3] = transformCameraBuffer[3];
@ -81,7 +81,7 @@ TransformCamera getTransformCamera() {
camera._projection[3] = transformCameraBuffer[15];
camera._viewport = transformCameraBuffer[16];
*/
return camera;
}

View file

@ -496,10 +496,11 @@ void DeferredLightingEffect::loadLightProgram(const char* fragSource, bool limit
GLint loc = -1;
#if (GPU_FEATURE_PROFILE == GPU_CORE)
const GLint LIGHT_GPU_SLOT = 3;
loc = glGetUniformBlockIndex(program.programId(), "lightBuffer");
if (loc >= 0) {
glUniformBlockBinding(program.programId(), loc, 3);
locations.lightBufferUnit = 3;
glUniformBlockBinding(program.programId(), loc, LIGHT_GPU_SLOT);
locations.lightBufferUnit = LIGHT_GPU_SLOT;
} else {
locations.lightBufferUnit = -1;
}
@ -513,10 +514,11 @@ void DeferredLightingEffect::loadLightProgram(const char* fragSource, bool limit
#endif
#if (GPU_FEATURE_PROFILE == GPU_CORE)
const GLint ATMOSPHERE_GPU_SLOT = 4;
loc = glGetUniformBlockIndex(program.programId(), "atmosphereBufferUnit");
if (loc >= 0) {
glUniformBlockBinding(program.programId(), loc, 4);
locations.atmosphereBufferUnit = 4;
glUniformBlockBinding(program.programId(), loc, ATMOSPHERE_GPU_SLOT);
locations.atmosphereBufferUnit = ATMOSPHERE_GPU_SLOT;
} else {
locations.atmosphereBufferUnit = -1;
}