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Remove outdated code (#24977)

WestLangley il y a 2 ans
Parent
commit
268aa2d46f

+ 0 - 2
examples/jsm/shaders/MMDToonShader.js

@@ -45,8 +45,6 @@ void RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in Geometric
 
 #define RE_Direct				RE_Direct_BlinnPhong
 #define RE_IndirectDiffuse		RE_IndirectDiffuse_BlinnPhong
-
-#define Material_LightProbeLOD( material )	(0)
 `;
 
 const mmd_toon_matcap_fragment = /* glsl */`

+ 0 - 1
src/renderers/shaders/ShaderChunk/lights_fragment_begin.glsl.js

@@ -5,7 +5,6 @@ export default /* glsl */`
  *
  * Instructions for use:
  * - Ensure that both RE_Direct, RE_IndirectDiffuse and RE_IndirectSpecular are defined
- * - If you have defined an RE_IndirectSpecular, you need to also provide a Material_LightProbeLOD. <---- ???
  * - Create a material parameter that is to be passed as the third parameter to your lighting functions.
  *
  * TODO:

+ 0 - 2
src/renderers/shaders/ShaderChunk/lights_lambert_pars_fragment.glsl.js

@@ -25,6 +25,4 @@ void RE_IndirectDiffuse_Lambert( const in vec3 irradiance, const in GeometricCon
 
 #define RE_Direct				RE_Direct_Lambert
 #define RE_IndirectDiffuse		RE_IndirectDiffuse_Lambert
-
-#define Material_LightProbeLOD( material )	(0)
 `;

+ 0 - 2
src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl.js

@@ -29,6 +29,4 @@ void RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in Geometric
 
 #define RE_Direct				RE_Direct_BlinnPhong
 #define RE_IndirectDiffuse		RE_IndirectDiffuse_BlinnPhong
-
-#define Material_LightProbeLOD( material )	(0)
 `;

+ 0 - 2
src/renderers/shaders/ShaderChunk/lights_toon_pars_fragment.glsl.js

@@ -23,6 +23,4 @@ void RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContex
 
 #define RE_Direct				RE_Direct_Toon
 #define RE_IndirectDiffuse		RE_IndirectDiffuse_Toon
-
-#define Material_LightProbeLOD( material )	(0)
 `;