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Merge pull request #55422 from Calinou/gi-shader-remove-unused-define

Remove unused code in GI shaders
Rémi Verschelde 3 years ago
parent
commit
a97889abe4

+ 0 - 1
servers/rendering/renderer_rd/shaders/giprobe_write.glsl

@@ -7,7 +7,6 @@
 layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
 
 #define NO_CHILDREN 0xFFFFFFFF
-#define GREY_VEC vec3(0.33333, 0.33333, 0.33333)
 
 struct CellChildren {
 	uint children[8];

+ 0 - 1
servers/rendering/renderer_rd/shaders/voxel_gi.glsl

@@ -13,7 +13,6 @@ layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
 #ifndef MODE_DYNAMIC
 
 #define NO_CHILDREN 0xFFFFFFFF
-#define GREY_VEC vec3(0.33333, 0.33333, 0.33333)
 
 struct CellChildren {
 	uint children[8];

+ 0 - 56
servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl

@@ -90,66 +90,10 @@ void main() {
 #endif
 
 #ifdef MODE_DEBUG_LIGHT
-
-#ifdef USE_ANISOTROPY
-
-#define POS_X 0
-#define POS_Y 1
-#define POS_Z 2
-#define NEG_X 3
-#define NEG_Y 4
-#define NEG_Z 5
-
-	const uint triangle_aniso[12] = uint[](
-			NEG_X,
-			NEG_Z,
-			NEG_Y,
-			NEG_Z,
-			NEG_X,
-			NEG_Y,
-			POS_Z,
-			POS_X,
-			POS_X,
-			POS_Y,
-			POS_Y,
-			POS_Z);
-
-	color_interp.xyz = texelFetch(sampler3D(color_tex, tex_sampler), ivec3(posu), int(params.level)).xyz * params.dynamic_range;
-	vec3 aniso_pos = texelFetch(sampler3D(aniso_pos_tex, tex_sampler), ivec3(posu), int(params.level)).xyz;
-	vec3 aniso_neg = texelFetch(sampler3D(aniso_neg_tex, tex_sampler), ivec3(posu), int(params.level)).xyz;
-	uint side = triangle_aniso[gl_VertexIndex / 3];
-
-	float strength = 0.0;
-	switch (side) {
-		case POS_X:
-			strength = aniso_pos.x;
-			break;
-		case POS_Y:
-			strength = aniso_pos.y;
-			break;
-		case POS_Z:
-			strength = aniso_pos.z;
-			break;
-		case NEG_X:
-			strength = aniso_neg.x;
-			break;
-		case NEG_Y:
-			strength = aniso_neg.y;
-			break;
-		case NEG_Z:
-			strength = aniso_neg.z;
-			break;
-	}
-
-	color_interp.xyz *= strength;
-
-#else
 	color_interp = texelFetch(sampler3D(color_tex, tex_sampler), ivec3(posu), int(params.level));
 	color_interp.xyz *params.dynamic_range;
-
 #endif
 
-#endif
 	float scale = (1 << params.level);
 
 	gl_Position = params.projection * vec4((vec3(posu) + vertex) * scale, 1.0);

+ 2 - 3
servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl

@@ -6,10 +6,9 @@
 
 layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;
 
-#define MAX_DISTANCE 100000
+#define MAX_DISTANCE 100000.0
 
 #define NO_CHILDREN 0xFFFFFFFF
-#define GREY_VEC vec3(0.33333, 0.33333, 0.33333)
 
 struct CellChildren {
 	uint children[8];
@@ -44,7 +43,7 @@ params;
 
 void main() {
 	vec3 pos = vec3(gl_GlobalInvocationID);
-	float closest_dist = 100000.0;
+	float closest_dist = MAX_DISTANCE;
 
 	for (uint i = params.offset; i < params.end; i++) {
 		vec3 posu = vec3(uvec3(cell_data.data[i].position & 0x7FF, (cell_data.data[i].position >> 11) & 0x3FF, cell_data.data[i].position >> 21));