@@ -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 */`
@@ -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:
@@ -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
@@ -29,6 +29,4 @@ void RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in Geometric
@@ -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