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Removed extra PostShadow Technique from PBRLighting.j3md (#1273)

Ali-RS há 5 anos atrás
pai
commit
78779ffe0a

+ 3 - 38
jme3-core/src/main/resources/Common/MatDefs/Light/PBRLighting.j3md

@@ -196,9 +196,9 @@ MaterialDef PBR Lighting {
     }
 
 
-    Technique PostShadow{
-        VertexShader GLSL310 GLSL300 GLSL150:   Common/MatDefs/Shadow/PostShadow.vert
-        FragmentShader GLSL310 GLSL300 GLSL150: Common/MatDefs/Shadow/PostShadowPBR.frag
+    Technique PostShadow {
+        VertexShader GLSL310 GLSL300 GLSL100 GLSL150:   Common/MatDefs/Shadow/PostShadow.vert
+        FragmentShader GLSL310 GLSL300 GLSL100 GLSL150: Common/MatDefs/Shadow/PostShadowPBR.frag
 
         WorldParameters {
             WorldViewProjectionMatrix
@@ -213,7 +213,6 @@ MaterialDef PBR Lighting {
             PCFEDGE : PCFEdge
             DISCARD_ALPHA : AlphaDiscardThreshold           
             SHADOWMAP_SIZE : ShadowMapSize
-            SHADOWMAP_SIZE : ShadowMapSize
             FADE : FadeInfo
             PSSM : Splits
             POINTLIGHT : LightViewProjectionMatrix5
@@ -231,40 +230,6 @@ MaterialDef PBR Lighting {
         }
     }
 
-    Technique PostShadow{
-        VertexShader GLSL100:   Common/MatDefs/Shadow/PostShadow.vert
-        FragmentShader GLSL100: Common/MatDefs/Shadow/PostShadowPBR.frag
-
-        WorldParameters {
-            WorldViewProjectionMatrix
-            WorldMatrix
-            ViewProjectionMatrix
-            ViewMatrix
-        }
-
-        Defines {
-            HARDWARE_SHADOWS : HardwareShadows
-            FILTER_MODE : FilterMode
-            PCFEDGE : PCFEdge
-            DISCARD_ALPHA : AlphaDiscardThreshold           
-            SHADOWMAP_SIZE : ShadowMapSize
-            FADE : FadeInfo
-            PSSM : Splits
-            POINTLIGHT : LightViewProjectionMatrix5
-            NUM_BONES : NumberOfBones
-            INSTANCING : UseInstancing
-            BACKFACE_SHADOWS: BackfaceShadows
-            NUM_MORPH_TARGETS: NumberOfMorphTargets
-            NUM_TARGETS_BUFFERS: NumberOfTargetsBuffers
-        }
-
-        ForcedRenderState {
-            Blend Modulate
-            DepthWrite Off   
-            PolyOffset -0.1 0  
-        }
-    }
-
     Technique PreNormalPass {
 
         VertexShader GLSL100 :   Common/MatDefs/SSAO/normal.vert