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trying to remove useless glsl code for Legacy path
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68de91c80a
commit
07bcd115c2
2 changed files with 12 additions and 10 deletions
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@ -40,11 +40,11 @@ TransformCamera getTransformCamera() {
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}
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<@else@>
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uniform vec4 transformObjectBuffer[8];
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//uniform vec4 transformObjectBuffer[8];
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TransformObject getTransformObject() {
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TransformObject object;
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object._model[0] = transformObjectBuffer[0];
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/* object._model[0] = transformObjectBuffer[0];
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object._model[1] = transformObjectBuffer[1];
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object._model[2] = transformObjectBuffer[2];
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object._model[3] = transformObjectBuffer[3];
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@ -53,14 +53,14 @@ TransformObject getTransformObject() {
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object._modelInverse[1] = transformObjectBuffer[5];
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object._modelInverse[2] = transformObjectBuffer[6];
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object._modelInverse[3] = transformObjectBuffer[7];
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*/
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return object;
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}
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uniform vec4 transformCameraBuffer[17];
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//uniform vec4 transformCameraBuffer[17];
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TransformCamera getTransformCamera() {
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TransformCamera camera;
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camera._view[0] = transformCameraBuffer[0];
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/* camera._view[0] = transformCameraBuffer[0];
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camera._view[1] = transformCameraBuffer[1];
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camera._view[2] = transformCameraBuffer[2];
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camera._view[3] = transformCameraBuffer[3];
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@ -81,7 +81,7 @@ TransformCamera getTransformCamera() {
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camera._projection[3] = transformCameraBuffer[15];
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camera._viewport = transformCameraBuffer[16];
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*/
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return camera;
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}
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@ -496,10 +496,11 @@ void DeferredLightingEffect::loadLightProgram(const char* fragSource, bool limit
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GLint loc = -1;
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#if (GPU_FEATURE_PROFILE == GPU_CORE)
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const GLint LIGHT_GPU_SLOT = 3;
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loc = glGetUniformBlockIndex(program.programId(), "lightBuffer");
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if (loc >= 0) {
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glUniformBlockBinding(program.programId(), loc, 3);
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locations.lightBufferUnit = 3;
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glUniformBlockBinding(program.programId(), loc, LIGHT_GPU_SLOT);
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locations.lightBufferUnit = LIGHT_GPU_SLOT;
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} else {
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locations.lightBufferUnit = -1;
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}
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@ -513,10 +514,11 @@ void DeferredLightingEffect::loadLightProgram(const char* fragSource, bool limit
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#endif
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#if (GPU_FEATURE_PROFILE == GPU_CORE)
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const GLint ATMOSPHERE_GPU_SLOT = 4;
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loc = glGetUniformBlockIndex(program.programId(), "atmosphereBufferUnit");
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if (loc >= 0) {
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glUniformBlockBinding(program.programId(), loc, 4);
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locations.atmosphereBufferUnit = 4;
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glUniformBlockBinding(program.programId(), loc, ATMOSPHERE_GPU_SLOT);
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locations.atmosphereBufferUnit = ATMOSPHERE_GPU_SLOT;
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} else {
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locations.atmosphereBufferUnit = -1;
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}
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