Remove unneeded shaders/wrong assignements.

This commit is contained in:
vlj 2014-05-31 01:59:33 +02:00
parent 2d921ca588
commit 0f833b0619
2 changed files with 0 additions and 60 deletions

View File

@ -1510,8 +1510,6 @@ namespace MeshShader
attrib_normal = glGetAttribLocation(Program, "Normal");
uniform_tex = glGetUniformLocation(Program, "tex");
uniform_RSMMatrix = glGetUniformLocation(Program, "RSMMatrix");
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
}
void RSMShader::setUniforms(const core::matrix4 &RSMMatrix, const core::matrix4 &ModelMatrix, unsigned TU_tex)
@ -2339,8 +2337,6 @@ namespace FullScreenShader
uniform_RHMatrix = glGetUniformLocation(Program, "RHMatrix");
uniform_RSMMatrix = glGetUniformLocation(Program, "RSMMatrix");
vao = createVAO(Program);
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
}
void RadianceHintsConstructionShader::setUniforms(const core::matrix4 &RSMMatrix, const core::matrix4 &RHMatrix, const core::vector3df &extents, unsigned TU_ctex, unsigned TU_ntex, unsigned TU_dtex)
@ -2507,29 +2503,6 @@ namespace FullScreenShader
vao = createVAO(Program);
}
GLuint ShadowGenShader::Program;
GLuint ShadowGenShader::uniform_halft;
GLuint ShadowGenShader::uniform_quarter;
GLuint ShadowGenShader::uniform_height;
GLuint ShadowGenShader::vao;
void ShadowGenShader::init()
{
Program = LoadProgram(
GL_VERTEX_SHADER, file_manager->getAsset("shaders/screenquad.vert").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/shadowgen.frag").c_str());
uniform_halft = glGetUniformLocation(Program, "halft");
uniform_quarter = glGetUniformLocation(Program, "quarter");
uniform_height = glGetUniformLocation(Program, "height");
vao = createVAO(Program);
}
void ShadowGenShader::setUniforms(GLuint TU_halft, GLuint TU_quarter, GLuint TU_height)
{
glUniform1i(uniform_halft, TU_halft);
glUniform1i(uniform_quarter, TU_quarter);
glUniform1i(uniform_height, TU_height);
}
GLuint PassThroughShader::Program;
GLuint PassThroughShader::uniform_texture;
GLuint PassThroughShader::vao;

View File

@ -701,39 +701,6 @@ public:
static void init();
};
class PenumbraHShader
{
public:
static GLuint Program;
static GLuint uniform_tex, uniform_pixel;
static GLuint vao;
static void init();
static void setUniforms(const core::vector2df &pixels, GLuint TU_tex);
};
class PenumbraVShader
{
public:
static GLuint Program;
static GLuint uniform_tex, uniform_pixel;
static GLuint vao;
static void init();
static void setUniforms(const core::vector2df &pixels, GLuint TU_tex);
};
class ShadowGenShader
{
public:
static GLuint Program;
static GLuint uniform_halft, uniform_quarter, uniform_height;
static GLuint vao;
static void init();
static void setUniforms(GLuint TU_halft, GLuint TU_quarter, GLuint TU_height);
};
class PassThroughShader
{
public: