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Эх сурвалжийг харах

Removed unnecessary #ifdef.

Lasse Öörni 14 жил өмнө
parent
commit
dd9597a5ae

+ 20 - 22
SourceAssets/GLSLShaders/Transform.vert

@@ -87,26 +87,24 @@ vec3 GetWorldTangent(mat4 modelMatrix)
     #endif
 }
 
-#ifdef SHADOW
-    #if defined(DIRLIGHT)
-        void GetShadowPos(vec3 worldPos, out vec4 shadowPos[4])
-        {
-            vec4 projWorldPos = vec4(worldPos, 1.0);
-            shadowPos[0] = cShadowProj[0] * projWorldPos;
-            shadowPos[1] = cShadowProj[1] * projWorldPos;
-            shadowPos[2] = cShadowProj[2] * projWorldPos;
-            shadowPos[3] = cShadowProj[3] * projWorldPos;
-        }
-    #elif defined(SPOTLIGHT)
-        void GetShadowPos(vec3 worldPos, out vec4 shadowPos)
-        {
-            vec4 projWorldPos = vec4(worldPos, 1.0);
-            shadowPos = cShadowProj[0] * projWorldPos;
-        }
-    #else
-        void GetShadowPos(vec3 worldPos, out vec3 shadowPos)
-        {
-            shadowPos = worldPos - cCameraPos - cLightPos;
-        }
-    #endif
+#if defined(DIRLIGHT)
+    void GetShadowPos(vec3 worldPos, out vec4 shadowPos[4])
+    {
+        vec4 projWorldPos = vec4(worldPos, 1.0);
+        shadowPos[0] = cShadowProj[0] * projWorldPos;
+        shadowPos[1] = cShadowProj[1] * projWorldPos;
+        shadowPos[2] = cShadowProj[2] * projWorldPos;
+        shadowPos[3] = cShadowProj[3] * projWorldPos;
+    }
+#elif defined(SPOTLIGHT)
+    void GetShadowPos(vec3 worldPos, out vec4 shadowPos)
+    {
+        vec4 projWorldPos = vec4(worldPos, 1.0);
+        shadowPos = cShadowProj[0] * projWorldPos;
+    }
+#else
+    void GetShadowPos(vec3 worldPos, out vec3 shadowPos)
+    {
+        shadowPos = worldPos - cCameraPos - cLightPos;
+    }
 #endif

+ 21 - 23
SourceAssets/HLSLShaders/Transform.hlsl

@@ -53,26 +53,24 @@ float3 GetBillboardNormal()
 
 #define GetWorldTangent(modelMatrix) normalize(mul(iTangent.xyz, (float3x3)modelMatrix))
 
-#ifdef SHADOW
-    #if defined(DIRLIGHT)
-        void GetShadowPos(float3 worldPos, out float4 shadowPos[4])
-        {
-            float4 projWorldPos = float4(worldPos, 1.0);
-            shadowPos[0] = mul(projWorldPos, cShadowProj[0]);
-            shadowPos[1] = mul(projWorldPos, cShadowProj[1]);
-            shadowPos[2] = mul(projWorldPos, cShadowProj[2]);
-            shadowPos[3] = mul(projWorldPos, cShadowProj[3]);
-        }
-    #elif defined(SPOTLIGHT)
-        void GetShadowPos(float3 worldPos, out float4 shadowPos)
-        {
-            float4 projWorldPos = float4(worldPos, 1.0);
-            shadowPos = mul(projWorldPos, cShadowProj[0]);
-        }
-    #else
-        void GetShadowPos(float3 worldPos, out float3 shadowPos)
-        {
-            shadowPos = worldPos - cCameraPos - cLightPos;
-        }
-    #endif
-#endif
+#if defined(DIRLIGHT)
+    void GetShadowPos(float3 worldPos, out float4 shadowPos[4])
+    {
+        float4 projWorldPos = float4(worldPos, 1.0);
+        shadowPos[0] = mul(projWorldPos, cShadowProj[0]);
+        shadowPos[1] = mul(projWorldPos, cShadowProj[1]);
+        shadowPos[2] = mul(projWorldPos, cShadowProj[2]);
+        shadowPos[3] = mul(projWorldPos, cShadowProj[3]);
+    }
+#elif defined(SPOTLIGHT)
+    void GetShadowPos(float3 worldPos, out float4 shadowPos)
+    {
+        float4 projWorldPos = float4(worldPos, 1.0);
+        shadowPos = mul(projWorldPos, cShadowProj[0]);
+    }
+#else
+    void GetShadowPos(float3 worldPos, out float3 shadowPos)
+    {
+        shadowPos = worldPos - cCameraPos - cLightPos;
+    }
+#endif