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* Removed useless vPosition varying from Lighting shader

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9009 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
Sha..rd пре 14 година
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8d7aed43d1

+ 3 - 3
engine/src/core-data/Common/MatDefs/Light/Lighting.frag

@@ -14,7 +14,7 @@ varying vec3 SpecularSum;
 
 #ifndef VERTEX_LIGHTING
   uniform vec4 g_LightDirection;
-  varying vec3 vPosition;
+  //varying vec3 vPosition;
   varying vec3 vViewDir;
   varying vec4 vLightDir;
   varying vec3 lightVec;
@@ -116,7 +116,7 @@ float lightComputeSpecular(in vec3 norm, in vec3 viewdir, in vec3 lightdir, in f
     #endif
 }
 
-vec2 computeLighting(in vec3 wvPos, in vec3 wvNorm, in vec3 wvViewDir, in vec3 wvLightDir){
+vec2 computeLighting(in vec3 wvNorm, in vec3 wvViewDir, in vec3 wvLightDir){
    float diffuseFactor = lightComputeDiffuse(wvNorm, wvLightDir, wvViewDir);
    float specularFactor = lightComputeSpecular(wvNorm, wvViewDir, wvLightDir, m_Shininess);
 
@@ -250,7 +250,7 @@ void main(){
        vec4 lightDir = vLightDir;
        lightDir.xyz = normalize(lightDir.xyz);
 
-       vec2   light = computeLighting(vPosition, normal, vViewDir.xyz, lightDir.xyz) * spotFallOff;
+       vec2   light = computeLighting(normal, vViewDir.xyz, lightDir.xyz) * spotFallOff;
        #ifdef COLORRAMP
            diffuseColor.rgb  *= texture2D(m_ColorRamp, vec2(light.x, 0.0)).rgb;
            specularColor.rgb *= texture2D(m_ColorRamp, vec2(light.y, 0.0)).rgb;

+ 3 - 3
engine/src/core-data/Common/MatDefs/Light/Lighting.vert

@@ -42,7 +42,7 @@ varying vec3 lightVec;
   #ifndef NORMALMAP
     varying vec3 vNormal;
   #endif
-  varying vec3 vPosition;
+  //varying vec3 vPosition;
   varying vec3 vViewDir;
   varying vec4 vLightDir;
 #else
@@ -157,14 +157,14 @@ void main(){
 
      mat3 tbnMat = mat3(wvTangent, wvBinormal * -inTangent.w,wvNormal);
      
-     vPosition = wvPosition * tbnMat;
+     //vPosition = wvPosition * tbnMat;
      vViewDir  = viewDir * tbnMat;
      lightComputeDir(wvPosition, lightColor, wvLightPos, vLightDir);
      vLightDir.xyz = (vLightDir.xyz * tbnMat).xyz;
    #elif !defined(VERTEX_LIGHTING)
      vNormal = wvNormal;
 
-     vPosition = wvPosition;
+     //vPosition = wvPosition;
      vViewDir = viewDir;
 
      lightComputeDir(wvPosition, lightColor, wvLightPos, vLightDir);