Remove unused normalmap/splatting providers
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@@ -29,37 +29,6 @@ using namespace core;
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//-------------------------------------
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void NormalMapProvider::OnSetConstants(IMaterialRendererServices *srv, int)
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{
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core::matrix4 ModelViewProjectionMatrix = srv->getVideoDriver()->getTransform(ETS_PROJECTION);
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ModelViewProjectionMatrix *= srv->getVideoDriver()->getTransform(ETS_VIEW);
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ModelViewProjectionMatrix *= srv->getVideoDriver()->getTransform(ETS_WORLD);
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core::matrix4 TransposeInverseModelView = srv->getVideoDriver()->getTransform(ETS_VIEW);
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TransposeInverseModelView *= srv->getVideoDriver()->getTransform(ETS_WORLD);
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TransposeInverseModelView.makeInverse();
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TransposeInverseModelView = TransposeInverseModelView.getTransposed();
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srv->setVertexShaderConstant("ModelViewProjectionMatrix", ModelViewProjectionMatrix.pointer(), 16);
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srv->setVertexShaderConstant("TransposeInverseModelView", TransposeInverseModelView.pointer(), 16);
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if (!firstdone)
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{
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s32 texture = 0;
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srv->setPixelShaderConstant("texture", &texture, 1);
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s32 normaltex = 1;
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srv->setPixelShaderConstant("normalMap", &normaltex, 1);
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// We could calculate light direction as coming from the sun (then we'd need to
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// transform it into camera space). But I find that pretending light
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// comes from the camera gives good results
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firstdone = true;
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}
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}
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//-------------------------------------
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void WaterShaderProvider::OnSetConstants(IMaterialRendererServices *srv, int)
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{
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const float time = irr_driver->getDevice()->getTimer()->getTime() / 1000.0f;
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@@ -179,42 +148,6 @@ void SkyboxProvider::OnSetConstants(IMaterialRendererServices *srv, int)
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//-------------------------------------
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void SplattingProvider::OnSetConstants(IMaterialRendererServices *srv, int)
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{
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core::matrix4 ModelViewProjectionMatrix = srv->getVideoDriver()->getTransform(ETS_PROJECTION);
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ModelViewProjectionMatrix *= srv->getVideoDriver()->getTransform(ETS_VIEW);
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ModelViewProjectionMatrix *= srv->getVideoDriver()->getTransform(ETS_WORLD);
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core::matrix4 TransposeInverseModelView = srv->getVideoDriver()->getTransform(ETS_VIEW);
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TransposeInverseModelView *= srv->getVideoDriver()->getTransform(ETS_WORLD);
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TransposeInverseModelView.makeInverse();
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TransposeInverseModelView = TransposeInverseModelView.getTransposed();
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srv->setVertexShaderConstant("ModelViewProjectionMatrix", ModelViewProjectionMatrix.pointer(), 16);
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srv->setVertexShaderConstant("TransposeInverseModelView", TransposeInverseModelView.pointer(), 16);
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if (!firstdone)
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{
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s32 tex_layout = 1;
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srv->setPixelShaderConstant("tex_layout", &tex_layout, 1);
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s32 tex_detail0 = 2;
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srv->setPixelShaderConstant("tex_detail0", &tex_detail0, 1);
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s32 tex_detail1 = 3;
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srv->setPixelShaderConstant("tex_detail1", &tex_detail1, 1);
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s32 tex_detail2 = 4;
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srv->setPixelShaderConstant("tex_detail2", &tex_detail2, 1);
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s32 tex_detail3 = 5;
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srv->setPixelShaderConstant("tex_detail3", &tex_detail3, 1);
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firstdone = true;
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}
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}
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//-------------------------------------
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void BubbleEffectProvider::OnSetConstants(IMaterialRendererServices *srv, int)
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{
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const float start = fabsf(mat.MaterialTypeParam2);
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