ソースを参照

Cleanup after @reduz :)

Fixes #25172.
Rémi Verschelde 6 年 前
コミット
769341e180

+ 0 - 4
drivers/gles3/shaders/scene.glsl

@@ -165,10 +165,8 @@ uniform int spot_light_count;
 out vec4 diffuse_light_interp;
 out vec4 diffuse_light_interp;
 out vec4 specular_light_interp;
 out vec4 specular_light_interp;
 
 
-
 void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float roughness, inout vec3 diffuse, inout vec3 specular) {
 void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float roughness, inout vec3 diffuse, inout vec3 specular) {
 
 
-
 	float NdotL = dot(N, L);
 	float NdotL = dot(N, L);
 	float cNdotL = max(NdotL, 0.0); // clamped NdotL
 	float cNdotL = max(NdotL, 0.0); // clamped NdotL
 	float NdotV = dot(N, V);
 	float NdotV = dot(N, V);
@@ -225,8 +223,6 @@ void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float roughness, in
 
 
 		specular += specular_brdf_NL * light_color * (1.0 / M_PI);
 		specular += specular_brdf_NL * light_color * (1.0 / M_PI);
 	}
 	}
-
-
 }
 }
 
 
 void light_process_omni(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, float roughness, inout vec3 diffuse, inout vec3 specular) {
 void light_process_omni(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, float roughness, inout vec3 diffuse, inout vec3 specular) {

+ 0 - 3
scene/animation/animation_blend_space_2d.cpp

@@ -320,7 +320,6 @@ void AnimationNodeBlendSpace2D::_update_triangles() {
 	if (!auto_triangles || !trianges_dirty)
 	if (!auto_triangles || !trianges_dirty)
 		return;
 		return;
 
 
-	print_line("updating triangles");
 	trianges_dirty = false;
 	trianges_dirty = false;
 	triangles.clear();
 	triangles.clear();
 	if (blend_points_used < 3) {
 	if (blend_points_used < 3) {
@@ -336,8 +335,6 @@ void AnimationNodeBlendSpace2D::_update_triangles() {
 
 
 	Vector<Delaunay2D::Triangle> triangles = Delaunay2D::triangulate(points);
 	Vector<Delaunay2D::Triangle> triangles = Delaunay2D::triangulate(points);
 
 
-	print_line("triangles generated: " + itos(triangles.size()));
-
 	for (int i = 0; i < triangles.size(); i++) {
 	for (int i = 0; i < triangles.size(); i++) {
 		add_triangle(triangles[i].points[0], triangles[i].points[1], triangles[i].points[2]);
 		add_triangle(triangles[i].points[0], triangles[i].points[1], triangles[i].points[2]);
 	}
 	}

+ 0 - 1
servers/physics_2d/space_2d_sw.cpp

@@ -763,7 +763,6 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
 						cbk.valid_dir = col_obj_shape_xform.get_axis(1).normalized();
 						cbk.valid_dir = col_obj_shape_xform.get_axis(1).normalized();
 
 
 						float owc_margin = col_obj->get_shape_one_way_collision_margin(shape_idx);
 						float owc_margin = col_obj->get_shape_one_way_collision_margin(shape_idx);
-						print_line("margin: " + rtos(owc_margin));
 						cbk.valid_depth = MAX(owc_margin, p_margin); //user specified, but never less than actual margin or it wont work
 						cbk.valid_depth = MAX(owc_margin, p_margin); //user specified, but never less than actual margin or it wont work
 						cbk.invalid_by_dir = 0;
 						cbk.invalid_by_dir = 0;
 
 

+ 0 - 1
servers/visual/visual_server_canvas.cpp

@@ -1110,7 +1110,6 @@ void VisualServerCanvas::canvas_light_set_shadow_buffer_size(RID p_light, int p_
 	if (new_size == clight->shadow_buffer_size)
 	if (new_size == clight->shadow_buffer_size)
 		return;
 		return;
 
 
-	print_line("create shadow buffer: " + itos(p_size));
 	clight->shadow_buffer_size = next_power_of_2(p_size);
 	clight->shadow_buffer_size = next_power_of_2(p_size);
 
 
 	if (clight->shadow_buffer.is_valid()) {
 	if (clight->shadow_buffer.is_valid()) {