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stray var killoffs

AzaezelX 6 年之前
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0cd8948fcf
共有 1 個文件被更改,包括 0 次插入4 次删除
  1. 0 4
      Engine/source/renderInstance/renderProbeMgr.cpp

+ 0 - 4
Engine/source/renderInstance/renderProbeMgr.cpp

@@ -680,9 +680,6 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
          {
          {
             if (curEntry.mPrefilterCubemap.isValid() && curEntry.mPrefilterCubemap.isValid())
             if (curEntry.mPrefilterCubemap.isValid() && curEntry.mPrefilterCubemap.isValid())
             {
             {
-               U32 specSample = probeShaderConsts->mSkylightSpecularMap->getSamplerRegister();
-               U32 irradSample = probeShaderConsts->mSkylightIrradMap->getSamplerRegister();
-
                GFX->setCubeTexture(probeShaderConsts->mSkylightSpecularMap->getSamplerRegister(), curEntry.mPrefilterCubemap);
                GFX->setCubeTexture(probeShaderConsts->mSkylightSpecularMap->getSamplerRegister(), curEntry.mPrefilterCubemap);
                GFX->setCubeTexture(probeShaderConsts->mSkylightIrradMap->getSamplerRegister(), curEntry.mIrradianceCubemap);
                GFX->setCubeTexture(probeShaderConsts->mSkylightIrradMap->getSamplerRegister(), curEntry.mIrradianceCubemap);
 
 
@@ -717,7 +714,6 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
       shaderConsts->setSafe(probeShaderConsts->mProbeBoxMinSC, probeBoxMinArray);
       shaderConsts->setSafe(probeShaderConsts->mProbeBoxMinSC, probeBoxMinArray);
       shaderConsts->setSafe(probeShaderConsts->mProbeBoxMaxSC, probeBoxMaxArray);
       shaderConsts->setSafe(probeShaderConsts->mProbeBoxMaxSC, probeBoxMaxArray);
       shaderConsts->setSafe(probeShaderConsts->mProbeConfigDataSC, probeConfigArray);
       shaderConsts->setSafe(probeShaderConsts->mProbeConfigDataSC, probeConfigArray);
-
       GFX->setCubeArrayTexture(probeShaderConsts->mProbeSpecularCubemapSC->getSamplerRegister(), mPrefilterArray);
       GFX->setCubeArrayTexture(probeShaderConsts->mProbeSpecularCubemapSC->getSamplerRegister(), mPrefilterArray);
       GFX->setCubeArrayTexture(probeShaderConsts->mProbeIrradianceCubemapSC->getSamplerRegister(), mIrradianceArray);
       GFX->setCubeArrayTexture(probeShaderConsts->mProbeIrradianceCubemapSC->getSamplerRegister(), mIrradianceArray);