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Removed unused vertex formats from ScatterSky

rextimmy 10 년 전
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246785a8bf

+ 0 - 2
Engine/source/environment/scatterSky.cpp

@@ -85,8 +85,6 @@ const F32 ScatterSky::smViewerHeight = 1.0f;
 GFXImplementVertexFormat( ScatterSkyVertex )
 GFXImplementVertexFormat( ScatterSkyVertex )
 {
 {
    addElement( "POSITION", GFXDeclType_Float3 );
    addElement( "POSITION", GFXDeclType_Float3 );
-   addElement( "NORMAL", GFXDeclType_Float3 );
-   addElement( "COLOR", GFXDeclType_Color );
 }
 }
 
 
 ScatterSky::ScatterSky()
 ScatterSky::ScatterSky()

+ 0 - 2
Engine/source/environment/scatterSky.h

@@ -61,8 +61,6 @@ class MatrixSet;
 GFXDeclareVertexFormat( ScatterSkyVertex )
 GFXDeclareVertexFormat( ScatterSkyVertex )
 {
 {
    Point3F point;
    Point3F point;
-   VectorF normal;
-   GFXVertexColor color;
 };
 };
 
 
 class ScatterSky : public SceneObject, public ISceneLight
 class ScatterSky : public SceneObject, public ISceneLight

+ 0 - 5
Templates/Empty/game/shaders/common/gl/scatterSkyV.glsl

@@ -36,14 +36,9 @@ float vernierScale(float fCos)
 }
 }
 
 
 in vec4 vPosition;
 in vec4 vPosition;
-in vec3 vNormal;
-in vec4 vColor;
-in vec2 vTexCoord0;
 
 
 // This is the shader input vertex structure.
 // This is the shader input vertex structure.
 #define IN_position vPosition
 #define IN_position vPosition
-#define IN_normal vNormal
-#define IN_color vColor
 
 
 // This is the shader output data.
 // This is the shader output data.
 out vec4  rayleighColor;
 out vec4  rayleighColor;

+ 0 - 4
Templates/Empty/game/shaders/common/scatterSkyV.hlsl

@@ -39,10 +39,6 @@ struct Vert
 {
 {
    // .xyz  = point
    // .xyz  = point
    float4 position : POSITION;
    float4 position : POSITION;
-   
-   float3 normal   : NORMAL;
-   
-   float4 color : TEXCOORD0;  
 };
 };
 
 
 // This is the shader output data.
 // This is the shader output data.

+ 0 - 5
Templates/Full/game/shaders/common/gl/scatterSkyV.glsl

@@ -36,14 +36,9 @@ float vernierScale(float fCos)
 }
 }
 
 
 in vec4 vPosition;
 in vec4 vPosition;
-in vec3 vNormal;
-in vec4 vColor;
-in vec2 vTexCoord0;
 
 
 // This is the shader input vertex structure.
 // This is the shader input vertex structure.
 #define IN_position vPosition
 #define IN_position vPosition
-#define IN_normal vNormal
-#define IN_color vColor
 
 
 // This is the shader output data.
 // This is the shader output data.
 out vec4  rayleighColor;
 out vec4  rayleighColor;

+ 0 - 4
Templates/Full/game/shaders/common/scatterSkyV.hlsl

@@ -39,10 +39,6 @@ struct Vert
 {
 {
    // .xyz  = point
    // .xyz  = point
    float4 position : POSITION;
    float4 position : POSITION;
-   
-   float3 normal   : NORMAL;
-   
-   float4 color : TEXCOORD0;  
 };
 };
 
 
 // This is the shader output data.
 // This is the shader output data.