From da16baf0ca2d9e409600d481f8f15351c1dd7c2f Mon Sep 17 00:00:00 2001 From: Sam Gateau Date: Tue, 10 Mar 2015 10:24:16 -0700 Subject: [PATCH] removing the atmosphere effect from the directional lighting --- libraries/render-utils/src/DeferredGlobalLight.slh | 9 --------- 1 file changed, 9 deletions(-) diff --git a/libraries/render-utils/src/DeferredGlobalLight.slh b/libraries/render-utils/src/DeferredGlobalLight.slh index b48b61fd9f..556e7421af 100755 --- a/libraries/render-utils/src/DeferredGlobalLight.slh +++ b/libraries/render-utils/src/DeferredGlobalLight.slh @@ -51,7 +51,6 @@ uniform SphericalHarmonics ambientSphere; // Everything about light <@include model/Light.slh@> -<@include model/Atmosphere.slh@> // The view Matrix uniform mat4 invViewMat; @@ -91,14 +90,6 @@ vec3 evalAmbienSphereGlobalColor(float shadowAttenuation, vec3 position, vec3 no color += vec3(diffuse + shading.rgb) * shading.w * shadowAttenuation * getLightColor(light) * getLightIntensity(light); - - vec3 fragPos = vec3(invViewMat * vec4(position, 1.0)); - vec3 cameraPos = invViewMat[3].xyz; - vec3 lightPos = 10000.0 * getLightDirection(light); - - Atmosphere atmo = getAtmosphere(); - vec4 atmoColor = evalAtmosphereContribution(atmo, fragPos, cameraPos, lightPos); - return color; }