chore: Drop unused feature flags in shaders
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0ef7d158fe
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7ceecfaeae
3 changed files with 8 additions and 15 deletions
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@ -57,12 +57,10 @@ const int FEATURE_BUMPMAP = 0x10;
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const int FEATURE_SKELETAL = 0x20;
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const int FEATURE_LIGHTING = 0x40;
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const int FEATURE_SELFILLUM = 0x80;
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const int FEATURE_BLUR = 0x100;
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const int FEATURE_BLOOM = 0x200;
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const int FEATURE_DISCARD = 0x400;
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const int FEATURE_SHADOWS = 0x800;
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const int FEATURE_BILLBOARD = 0x1000;
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const int FEATURE_WATER = 0x2000;
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const int FEATURE_DISCARD = 0x100;
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const int FEATURE_SHADOWS = 0x200;
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const int FEATURE_BILLBOARD = 0x400;
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const int FEATURE_WATER = 0x800;
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struct Light {
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vec4 position;
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@ -84,12 +84,10 @@ struct UniformFeatureFlags {
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static constexpr int skeletal = 0x20;
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static constexpr int lighting = 0x40;
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static constexpr int selfIllum = 0x80;
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static constexpr int blur = 0x100;
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static constexpr int bloom = 0x200;
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static constexpr int discard = 0x400;
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static constexpr int shadows = 0x800;
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static constexpr int billboard = 0x1000;
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static constexpr int water = 0x2000;
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static constexpr int discard = 0x100;
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static constexpr int shadows = 0x200;
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static constexpr int billboard = 0x400;
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static constexpr int water = 0x800;
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};
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struct GeneralUniforms {
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@ -230,7 +230,6 @@ void WorldRenderPipeline::applyHorizontalBlur() const {
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transform = glm::scale(transform, glm::vec3(w, h, 1.0f));
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LocalUniforms locals;
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locals.general.featureMask |= UniformFeatureFlags::blur;
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locals.general.model = move(transform);
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locals.general.blurResolution = glm::vec2(w, h);
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locals.general.blurDirection = glm::vec2(1.0f, 0.0f);
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@ -259,7 +258,6 @@ void WorldRenderPipeline::applyVerticalBlur() const {
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transform = glm::scale(transform, glm::vec3(w, h, 1.0f));
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LocalUniforms locals;
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locals.general.featureMask |= UniformFeatureFlags::blur;
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locals.general.model = move(transform);
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locals.general.blurResolution = glm::vec2(_opts.width, _opts.height);
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locals.general.blurDirection = glm::vec2(0.0f, 1.0f);
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@ -304,7 +302,6 @@ void WorldRenderPipeline::drawResult() const {
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} else {
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LocalUniforms locals;
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locals.general.featureMask |= UniformFeatureFlags::bloom;
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locals.general.model = move(transform);
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Shaders::instance().activate(ShaderProgram::SimplePresentWorld, locals);
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