Browse Source

remove unused code.

Ben Houston 9 years ago
parent
commit
d443359764
1 changed files with 0 additions and 111 deletions
  1. 0 111
      src/renderers/shaders/ShaderChunk/light_pars.glsl

+ 0 - 111
src/renderers/shaders/ShaderChunk/light_pars.glsl

@@ -1,111 +0,0 @@
-
-#if MAX_DIR_LIGHTS > 0
-
-	//uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];
-	//uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];
-
-	struct DirectionalLight {
-	  vec3 color;
-	  vec3 direction;
-	};
-
-	uniform DirectionalLight directionalLights[ MAX_DIR_LIGHTS ];
-
-	void getDirLight( const in DirectionalLight directionalLight, out vec3 lightDir, out vec3 lightColor ) { 
-	
-		lightDir = directionalLight.direction; 
-		lightColor = directionalLight.color;
-
-	}
-
-#endif
-
-#if MAX_HEMI_LIGHTS > 0
-
-	//uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];
-	//uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];
-	//uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];
-
-	struct HemisphereLight {
-	  vec3 skyColor;
-	  vec3 groundColor;
-	  vec3 direction;
-	};
-
-	uniform HemisphereLight hemisphereLights[ MAX_HEMI_LIGHTS ];
-
-#endif
-
-#if MAX_POINT_LIGHTS > 0
-
-	//uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];
-	//uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];
-	//uniform float pointLightDistance[ MAX_POINT_LIGHTS ];
-	//uniform float pointLightDecay[ MAX_POINT_LIGHTS ];
-
-	struct PointLight {
-	  vec3 color;
-	  vec3 position;
-	  float decay;
-	  float cutoffDistance;
-	};
-
-	uniform PointLight pointLights[ MAX_POINT_LIGHTS ];
-
-	void getPointLight( const in pointLight, out vec3 lightDir, out vec3 lightColor ) { 
-	
-		vec3 lightPosition = pointLight.position; 
-	
-		vec3 lVector = lightPosition + vViewPosition.xyz; 
-		lightDir = normalize( lVector ); 
-	
-		lightColor = pointLight.color[ pointIndex ]; 
-		lightColor *= calcLightAttenuation( length( lVector ), pointLight.cutoffDistance, pointLight.decay ); 
-	
-	}
-
-#endif
-
-#if MAX_SPOT_LIGHTS > 0
-
-	//uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];
-	//uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];
-	//uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];
-	//uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];
-	//uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];
-	//uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];
-	//uniform float spotLightDecay[ MAX_SPOT_LIGHTS ];
-
-	struct SpotLight {
-	  vec3 color;
-	  vec3 position;
-	  vec3 direction;
-	  float angleCos;
-	  float exponent;
-	  float cutoffDistance;
-	  float decay;
-	};
-
-	uniform SpotLight spotLights[ MAX_SPOT_LIGHTS ];
-
-	void getSpotLight( const in SpotLight spotLight, out vec3 lightDir, out vec3 lightColor ) {
-	
-		vec3 lightPosition = spotLight.position;
-	
-		vec3 lVector = lightPosition + vViewPosition.xyz;
-		lightDir = normalize( lVector );
-	
-		float spotEffect = dot( spotLight.direction, lightDir );
-		spotEffect = saturate( pow( saturate( spotEffect ), spotLight.exponent ) );
-	
-		lightColor = spotLight.color;
-		lightColor *= ( spotEffect * calcLightAttenuation( length( lVector ), spotLight.distance, spotLight.decay ) );
-
-	}
-
-#endif
-
-
-
-
-