From bc7e2cd517bc1484b20a61b2894730bce9aebf36 Mon Sep 17 00:00:00 2001 From: vlj Date: Sun, 29 Jun 2014 16:26:12 +0200 Subject: [PATCH] Some cleanups --- data/shaders/bubble.vert | 12 +---- src/graphics/shaders.cpp | 97 ---------------------------------------- src/graphics/shaders.hpp | 26 ++++------- 3 files changed, 10 insertions(+), 125 deletions(-) diff --git a/data/shaders/bubble.vert b/data/shaders/bubble.vert index 0d61b7d33..fb2962e6a 100644 --- a/data/shaders/bubble.vert +++ b/data/shaders/bubble.vert @@ -21,17 +21,9 @@ uniform mat4 ModelViewProjectionMatrix; uniform float time; -#if __VERSION__ >= 130 -in vec3 Position; -in vec2 Texcoord; +layout(location = 0) in vec3 Position; +layout(location = 3) in vec2 Texcoord; out vec2 uv; -#else -attribute vec3 Position; -attribute vec2 Texcoord; -varying vec2 uv; -#endif - - void main() { diff --git a/src/graphics/shaders.cpp b/src/graphics/shaders.cpp index a350a1c3f..a3b27205f 100644 --- a/src/graphics/shaders.cpp +++ b/src/graphics/shaders.cpp @@ -572,9 +572,6 @@ namespace MeshShader } GLuint InstancedObjectPass1Shader::Program; - GLuint InstancedObjectPass1Shader::attrib_position; - GLuint InstancedObjectPass1Shader::attrib_normal; - GLuint InstancedObjectPass1Shader::attrib_texcoord; GLuint InstancedObjectPass1Shader::attrib_orientation; GLuint InstancedObjectPass1Shader::attrib_origin; GLuint InstancedObjectPass1Shader::attrib_scale; @@ -589,10 +586,7 @@ namespace MeshShader GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/object_pass1.frag").c_str()); attrib_origin = glGetAttribLocation(Program, "Origin"); attrib_orientation = glGetAttribLocation(Program, "Orientation"); - attrib_position = glGetAttribLocation(Program, "Position"); attrib_scale = glGetAttribLocation(Program, "Scale"); - attrib_normal = glGetAttribLocation(Program, "Normal"); - attrib_texcoord = glGetAttribLocation(Program, "Texcoord"); uniform_tex = glGetUniformLocation(Program, "tex"); if (!UserConfigParams::m_ubo_disabled) { @@ -609,9 +603,6 @@ namespace MeshShader } GLuint InstancedObjectRefPass1Shader::Program; - GLuint InstancedObjectRefPass1Shader::attrib_position; - GLuint InstancedObjectRefPass1Shader::attrib_normal; - GLuint InstancedObjectRefPass1Shader::attrib_texcoord; GLuint InstancedObjectRefPass1Shader::attrib_orientation; GLuint InstancedObjectRefPass1Shader::attrib_origin; GLuint InstancedObjectRefPass1Shader::attrib_scale; @@ -626,10 +617,7 @@ namespace MeshShader GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/objectref_pass1.frag").c_str()); attrib_origin = glGetAttribLocation(Program, "Origin"); attrib_orientation = glGetAttribLocation(Program, "Orientation"); - attrib_position = glGetAttribLocation(Program, "Position"); attrib_scale = glGetAttribLocation(Program, "Scale"); - attrib_normal = glGetAttribLocation(Program, "Normal"); - attrib_texcoord = glGetAttribLocation(Program, "Texcoord"); uniform_tex = glGetUniformLocation(Program, "tex"); if (!UserConfigParams::m_ubo_disabled) { @@ -646,13 +634,9 @@ namespace MeshShader } GLuint InstancedGrassPass1Shader::Program; - GLuint InstancedGrassPass1Shader::attrib_position; - GLuint InstancedGrassPass1Shader::attrib_normal; GLuint InstancedGrassPass1Shader::attrib_origin; GLuint InstancedGrassPass1Shader::attrib_orientation; GLuint InstancedGrassPass1Shader::attrib_scale; - GLuint InstancedGrassPass1Shader::attrib_texcoord; - GLuint InstancedGrassPass1Shader::attrib_color; GLuint InstancedGrassPass1Shader::uniform_windDir; GLuint InstancedGrassPass1Shader::uniform_tex; @@ -666,10 +650,6 @@ namespace MeshShader attrib_origin = glGetAttribLocation(Program, "Origin"); attrib_orientation = glGetAttribLocation(Program, "Orientation"); attrib_scale = glGetAttribLocation(Program, "Scale"); - attrib_position = glGetAttribLocation(Program, "Position"); - attrib_normal = glGetAttribLocation(Program, "Normal"); - attrib_color = glGetAttribLocation(Program, "Color"); - attrib_texcoord = glGetAttribLocation(Program, "Texcoord"); uniform_windDir = glGetUniformLocation(Program, "windDir"); uniform_tex = glGetUniformLocation(Program, "tex"); if (!UserConfigParams::m_ubo_disabled) @@ -734,8 +714,6 @@ namespace MeshShader } GLuint InstancedObjectPass2Shader::Program; - GLuint InstancedObjectPass2Shader::attrib_position; - GLuint InstancedObjectPass2Shader::attrib_texcoord; GLuint InstancedObjectPass2Shader::attrib_origin; GLuint InstancedObjectPass2Shader::attrib_orientation; GLuint InstancedObjectPass2Shader::attrib_scale; @@ -751,8 +729,6 @@ namespace MeshShader GL_VERTEX_SHADER, file_manager->getAsset("shaders/instanced_object_pass.vert").c_str(), GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(), GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/object_pass2.frag").c_str()); - attrib_position = glGetAttribLocation(Program, "Position"); - attrib_texcoord = glGetAttribLocation(Program, "Texcoord"); attrib_origin = glGetAttribLocation(Program, "Origin"); attrib_orientation = glGetAttribLocation(Program, "Orientation"); attrib_scale = glGetAttribLocation(Program, "Scale"); @@ -790,8 +766,6 @@ namespace MeshShader } GLuint InstancedObjectRefPass2Shader::Program; - GLuint InstancedObjectRefPass2Shader::attrib_position; - GLuint InstancedObjectRefPass2Shader::attrib_texcoord; GLuint InstancedObjectRefPass2Shader::attrib_origin; GLuint InstancedObjectRefPass2Shader::attrib_orientation; GLuint InstancedObjectRefPass2Shader::attrib_scale; @@ -807,8 +781,6 @@ namespace MeshShader GL_VERTEX_SHADER, file_manager->getAsset("shaders/instanced_object_pass.vert").c_str(), GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(), GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/objectref_pass2.frag").c_str()); - attrib_position = glGetAttribLocation(Program, "Position"); - attrib_texcoord = glGetAttribLocation(Program, "Texcoord"); attrib_origin = glGetAttribLocation(Program, "Origin"); attrib_orientation = glGetAttribLocation(Program, "Orientation"); attrib_scale = glGetAttribLocation(Program, "Scale"); @@ -1086,10 +1058,6 @@ namespace MeshShader } GLuint InstancedGrassPass2Shader::Program; - GLuint InstancedGrassPass2Shader::attrib_position; - GLuint InstancedGrassPass2Shader::attrib_texcoord; - GLuint InstancedGrassPass2Shader::attrib_color; - GLuint InstancedGrassPass2Shader::attrib_normal; GLuint InstancedGrassPass2Shader::attrib_origin; GLuint InstancedGrassPass2Shader::attrib_orientation; GLuint InstancedGrassPass2Shader::attrib_scale; @@ -1109,10 +1077,6 @@ namespace MeshShader GL_VERTEX_SHADER, file_manager->getAsset("shaders/instanced_grass.vert").c_str(), GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(), GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/grass_pass2.frag").c_str()); - attrib_position = glGetAttribLocation(Program, "Position"); - attrib_texcoord = glGetAttribLocation(Program, "Texcoord"); - attrib_color = glGetAttribLocation(Program, "Color"); - attrib_normal = glGetAttribLocation(Program, "Normal"); attrib_origin = glGetAttribLocation(Program, "Origin"); attrib_orientation = glGetAttribLocation(Program, "Orientation"); attrib_scale = glGetAttribLocation(Program, "Scale"); @@ -1201,9 +1165,6 @@ namespace MeshShader } GLuint SplattingShader::Program; - GLuint SplattingShader::attrib_position; - GLuint SplattingShader::attrib_texcoord; - GLuint SplattingShader::attrib_second_texcoord; GLuint SplattingShader::uniform_MM; GLuint SplattingShader::uniform_ambient; GLuint SplattingShader::TU_tex_layout; @@ -1253,8 +1214,6 @@ namespace MeshShader } GLuint BubbleShader::Program; - GLuint BubbleShader::attrib_position; - GLuint BubbleShader::attrib_texcoord; GLuint BubbleShader::uniform_MVP; GLuint BubbleShader::uniform_tex; GLuint BubbleShader::uniform_time; @@ -1265,8 +1224,6 @@ namespace MeshShader Program = LoadProgram( GL_VERTEX_SHADER, file_manager->getAsset("shaders/bubble.vert").c_str(), GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/bubble.frag").c_str()); - attrib_position = glGetAttribLocation(Program, "Position"); - attrib_texcoord = glGetAttribLocation(Program, "Texcoord"); uniform_MVP = glGetUniformLocation(Program, "ModelViewProjectionMatrix"); uniform_tex = glGetUniformLocation(Program, "tex"); uniform_time = glGetUniformLocation(Program, "time"); @@ -1281,9 +1238,6 @@ namespace MeshShader } GLuint TransparentShader::Program; - GLuint TransparentShader::attrib_position; - GLuint TransparentShader::attrib_texcoord; - GLuint TransparentShader::attrib_color; GLuint TransparentShader::uniform_MVP; GLuint TransparentShader::uniform_TM; GLuint TransparentShader::uniform_tex; @@ -1293,9 +1247,6 @@ namespace MeshShader Program = LoadProgram( GL_VERTEX_SHADER, file_manager->getAsset("shaders/object_pass.vert").c_str(), GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/transparent.frag").c_str()); - attrib_position = glGetAttribLocation(Program, "Position"); - attrib_texcoord = glGetAttribLocation(Program, "Texcoord"); - attrib_color = glGetAttribLocation(Program, "Color"); uniform_MVP = glGetUniformLocation(Program, "ModelMatrix"); uniform_TM = glGetUniformLocation(Program, "TextureMatrix"); uniform_tex = glGetUniformLocation(Program, "tex"); @@ -1314,9 +1265,6 @@ namespace MeshShader } GLuint TransparentFogShader::Program; - GLuint TransparentFogShader::attrib_position; - GLuint TransparentFogShader::attrib_texcoord; - GLuint TransparentFogShader::attrib_color; GLuint TransparentFogShader::uniform_MVP; GLuint TransparentFogShader::uniform_TM; GLuint TransparentFogShader::uniform_tex; @@ -1332,9 +1280,6 @@ namespace MeshShader Program = LoadProgram( GL_VERTEX_SHADER, file_manager->getAsset("shaders/object_pass.vert").c_str(), GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/transparentfog.frag").c_str()); - attrib_position = glGetAttribLocation(Program, "Position"); - attrib_texcoord = glGetAttribLocation(Program, "Texcoord"); - attrib_color = glGetAttribLocation(Program, "Color"); uniform_MVP = glGetUniformLocation(Program, "ModelMatrix"); uniform_TM = glGetUniformLocation(Program, "TextureMatrix"); uniform_tex = glGetUniformLocation(Program, "tex"); @@ -1401,7 +1346,6 @@ namespace MeshShader } GLuint ColorizeShader::Program; - GLuint ColorizeShader::attrib_position; GLuint ColorizeShader::uniform_MM; GLuint ColorizeShader::uniform_col; @@ -1410,7 +1354,6 @@ namespace MeshShader Program = LoadProgram( GL_VERTEX_SHADER, file_manager->getAsset("shaders/object_pass.vert").c_str(), GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/colorize.frag").c_str()); - attrib_position = glGetAttribLocation(Program, "Position"); uniform_MM = glGetUniformLocation(Program, "ModelMatrix"); uniform_col = glGetUniformLocation(Program, "col"); if (!UserConfigParams::m_ubo_disabled) @@ -1429,17 +1372,13 @@ namespace MeshShader } GLuint ShadowShader::Program; - GLuint ShadowShader::attrib_position; GLuint ShadowShader::uniform_MM; void ShadowShader::init() { // Geometry shader needed if (irr_driver->getGLSLVersion() < 150) - { - attrib_position = -1; return; - } if (irr_driver->hasVSLayerExtension()) { Program = LoadProgram( @@ -1453,7 +1392,6 @@ namespace MeshShader GL_GEOMETRY_SHADER, file_manager->getAsset("shaders/shadow.geom").c_str(), GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/white.frag").c_str()); } - attrib_position = glGetAttribLocation(Program, "Position"); uniform_MM = glGetUniformLocation(Program, "ModelMatrix"); GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData"); glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0); @@ -1466,9 +1404,6 @@ namespace MeshShader } GLuint RSMShader::Program; - GLuint RSMShader::attrib_position; - GLuint RSMShader::attrib_texcoord; - GLuint RSMShader::attrib_normal; GLuint RSMShader::uniform_MM; GLuint RSMShader::uniform_tex; GLuint RSMShader::uniform_RSMMatrix; @@ -1480,10 +1415,7 @@ namespace MeshShader Program = LoadProgram( GL_VERTEX_SHADER, file_manager->getAsset("shaders/rsm.vert").c_str(), GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/rsm.frag").c_str()); - attrib_position = glGetAttribLocation(Program, "Position"); uniform_MM = glGetUniformLocation(Program, "ModelMatrix"); - attrib_texcoord = glGetAttribLocation(Program, "Texcoord"); - attrib_normal = glGetAttribLocation(Program, "Normal"); uniform_tex = glGetUniformLocation(Program, "tex"); uniform_RSMMatrix = glGetUniformLocation(Program, "RSMMatrix"); } @@ -1496,7 +1428,6 @@ namespace MeshShader } GLuint InstancedShadowShader::Program; - GLuint InstancedShadowShader::attrib_position; GLuint InstancedShadowShader::attrib_origin; GLuint InstancedShadowShader::attrib_orientation; GLuint InstancedShadowShader::attrib_scale; @@ -1505,10 +1436,7 @@ namespace MeshShader { // Geometry shader needed if (irr_driver->getGLSLVersion() < 150) - { - attrib_position = -1; return; - } if (irr_driver->hasVSLayerExtension()) { Program = LoadProgram( @@ -1524,7 +1452,6 @@ namespace MeshShader GL_GEOMETRY_SHADER, file_manager->getAsset("shaders/shadow.geom").c_str(), GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/white.frag").c_str()); } - attrib_position = glGetAttribLocation(Program, "Position"); attrib_origin = glGetAttribLocation(Program, "Origin"); attrib_orientation = glGetAttribLocation(Program, "Orientation"); attrib_scale = glGetAttribLocation(Program, "Scale"); @@ -1537,8 +1464,6 @@ namespace MeshShader } GLuint RefShadowShader::Program; - GLuint RefShadowShader::attrib_position; - GLuint RefShadowShader::attrib_texcoord; GLuint RefShadowShader::uniform_MM; GLuint RefShadowShader::uniform_tex; @@ -1546,11 +1471,7 @@ namespace MeshShader { // Geometry shader needed if (irr_driver->getGLSLVersion() < 150) - { - attrib_position = -1; - attrib_texcoord = -1; return; - } if (irr_driver->hasVSLayerExtension()) { Program = LoadProgram( @@ -1564,8 +1485,6 @@ namespace MeshShader GL_GEOMETRY_SHADER, file_manager->getAsset("shaders/shadow.geom").c_str(), GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/object_unlit.frag").c_str()); } - attrib_position = glGetAttribLocation(Program, "Position"); - attrib_texcoord = glGetAttribLocation(Program, "Texcoord"); uniform_tex = glGetUniformLocation(Program, "tex"); uniform_MM = glGetUniformLocation(Program, "ModelMatrix"); GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData"); @@ -1579,8 +1498,6 @@ namespace MeshShader } GLuint InstancedRefShadowShader::Program; - GLuint InstancedRefShadowShader::attrib_position; - GLuint InstancedRefShadowShader::attrib_texcoord; GLuint InstancedRefShadowShader::attrib_origin; GLuint InstancedRefShadowShader::attrib_orientation; GLuint InstancedRefShadowShader::attrib_scale; @@ -1590,11 +1507,7 @@ namespace MeshShader { // Geometry shader needed if (irr_driver->getGLSLVersion() < 150) - { - attrib_position = -1; - attrib_texcoord = -1; return; - } if (irr_driver->hasVSLayerExtension()) { Program = LoadProgram( @@ -1610,8 +1523,6 @@ namespace MeshShader GL_GEOMETRY_SHADER, file_manager->getAsset("shaders/shadow.geom").c_str(), GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/object_unlit.frag").c_str()); } - attrib_position = glGetAttribLocation(Program, "Position"); - attrib_texcoord = glGetAttribLocation(Program, "Texcoord"); attrib_origin = glGetAttribLocation(Program, "Origin"); attrib_orientation = glGetAttribLocation(Program, "Orientation"); attrib_scale = glGetAttribLocation(Program, "Scale"); @@ -1657,7 +1568,6 @@ namespace MeshShader } GLuint DisplaceMaskShader::Program; - GLuint DisplaceMaskShader::attrib_position; GLuint DisplaceMaskShader::uniform_MVP; void DisplaceMaskShader::init() @@ -1665,7 +1575,6 @@ namespace MeshShader Program = LoadProgram( GL_VERTEX_SHADER, file_manager->getAsset("shaders/displace.vert").c_str(), GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/white.frag").c_str()); - attrib_position = glGetAttribLocation(Program, "Position"); uniform_MVP = glGetUniformLocation(Program, "ModelMatrix"); if (!UserConfigParams::m_ubo_disabled) { @@ -1680,9 +1589,6 @@ namespace MeshShader } GLuint DisplaceShader::Program; - GLuint DisplaceShader::attrib_position; - GLuint DisplaceShader::attrib_texcoord; - GLuint DisplaceShader::attrib_second_texcoord; GLuint DisplaceShader::uniform_MVP; GLuint DisplaceShader::uniform_displacement_tex; GLuint DisplaceShader::uniform_mask_tex; @@ -1695,9 +1601,6 @@ namespace MeshShader Program = LoadProgram( GL_VERTEX_SHADER, file_manager->getAsset("shaders/displace.vert").c_str(), GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/displace.frag").c_str()); - attrib_position = glGetAttribLocation(Program, "Position"); - attrib_texcoord = glGetAttribLocation(Program, "Texcoord"); - attrib_second_texcoord = glGetAttribLocation(Program, "SecondTexcoord"); uniform_MVP = glGetUniformLocation(Program, "ModelMatrix"); uniform_displacement_tex = glGetUniformLocation(Program, "displacement_tex"); uniform_color_tex = glGetUniformLocation(Program, "color_tex"); diff --git a/src/graphics/shaders.hpp b/src/graphics/shaders.hpp index 7c0fb01d8..49528a2c3 100644 --- a/src/graphics/shaders.hpp +++ b/src/graphics/shaders.hpp @@ -93,7 +93,7 @@ class InstancedObjectPass1Shader { public: static GLuint Program; - static GLuint attrib_position, attrib_normal, attrib_texcoord, attrib_origin, attrib_orientation, attrib_scale; + static GLuint attrib_origin, attrib_orientation, attrib_scale; static GLuint uniform_tex; static void init(); @@ -104,7 +104,7 @@ class InstancedObjectRefPass1Shader { public: static GLuint Program; - static GLuint attrib_position, attrib_normal, attrib_texcoord, attrib_origin, attrib_orientation, attrib_scale; + static GLuint attrib_origin, attrib_orientation, attrib_scale; static GLuint uniform_tex; static void init(); @@ -115,7 +115,7 @@ class InstancedGrassPass1Shader { public: static GLuint Program; - static GLuint attrib_position, attrib_normal, attrib_origin, attrib_orientation, attrib_scale, attrib_color, attrib_texcoord; + static GLuint attrib_origin, attrib_orientation, attrib_scale; static GLuint uniform_windDir, uniform_tex; static void init(); @@ -137,7 +137,7 @@ class InstancedObjectPass2Shader { public: static GLuint Program; - static GLuint attrib_position, attrib_texcoord, attrib_origin, attrib_orientation, attrib_scale; + static GLuint attrib_origin, attrib_orientation, attrib_scale; static GLuint uniform_VP, uniform_TM, uniform_ambient; static GLuint TU_Albedo; @@ -149,7 +149,7 @@ class InstancedObjectRefPass2Shader { public: static GLuint Program; - static GLuint attrib_position, attrib_texcoord, attrib_origin, attrib_orientation, attrib_scale; + static GLuint attrib_origin, attrib_orientation, attrib_scale; static GLuint uniform_VP, uniform_TM, uniform_ambient; static GLuint TU_Albedo; @@ -226,7 +226,7 @@ class InstancedGrassPass2Shader { public: static GLuint Program; - static GLuint attrib_position, attrib_texcoord, attrib_normal, attrib_color, attrib_origin, attrib_orientation, attrib_scale; + static GLuint attrib_origin, attrib_orientation, attrib_scale; static GLuint uniform_VP, uniform_TM, uniform_IVM, uniform_ambient, uniform_windDir, uniform_invproj, uniform_SunDir; static GLuint TU_Albedo, TU_dtex; @@ -249,7 +249,6 @@ class SplattingShader { public: static GLuint Program; - static GLuint attrib_position, attrib_texcoord, attrib_second_texcoord; static GLuint uniform_MM, uniform_ambient; static GLuint TU_tex_layout, TU_tex_detail0, TU_tex_detail1, TU_tex_detail2, TU_tex_detail3; @@ -261,7 +260,6 @@ class BubbleShader { public: static GLuint Program; - static GLuint attrib_position, attrib_texcoord; static GLuint uniform_MVP, uniform_tex, uniform_time, uniform_transparency; static void init(); @@ -272,7 +270,6 @@ class TransparentShader { public: static GLuint Program; - static GLuint attrib_position, attrib_texcoord, attrib_color; static GLuint uniform_MVP, uniform_TM, uniform_tex; static void init(); @@ -283,7 +280,6 @@ class TransparentFogShader { public: static GLuint Program; - static GLuint attrib_position, attrib_texcoord, attrib_color; static GLuint uniform_MVP, uniform_TM, uniform_tex, uniform_fogmax, uniform_startH, uniform_endH, uniform_start, uniform_end, uniform_col; static void init(); @@ -306,7 +302,6 @@ class ColorizeShader { public: static GLuint Program; - static GLuint attrib_position; static GLuint uniform_MM, uniform_col; static void init(); @@ -317,7 +312,6 @@ class ShadowShader { public: static GLuint Program; - static GLuint attrib_position; static GLuint uniform_MM, uniform_ViewProjectionMatrixesUBO; static void init(); @@ -328,7 +322,6 @@ class RSMShader { public: static GLuint Program; - static GLuint attrib_position, attrib_texcoord, attrib_normal; static GLuint uniform_MM, uniform_tex, uniform_RSMMatrix; static void init(); @@ -339,7 +332,7 @@ class InstancedShadowShader { public: static GLuint Program; - static GLuint attrib_position, attrib_origin, attrib_orientation, attrib_scale; + static GLuint attrib_origin, attrib_orientation, attrib_scale; static void init(); static void setUniforms(); @@ -349,7 +342,6 @@ class RefShadowShader { public: static GLuint Program; - static GLuint attrib_position, attrib_texcoord; static GLuint uniform_MM, uniform_tex; static void init(); @@ -360,7 +352,7 @@ class InstancedRefShadowShader { public: static GLuint Program; - static GLuint attrib_position, attrib_texcoord, attrib_origin, attrib_orientation, attrib_scale; + static GLuint attrib_origin, attrib_orientation, attrib_scale; static GLuint uniform_tex; static void init(); @@ -382,7 +374,6 @@ class DisplaceMaskShader { public: static GLuint Program; - static GLuint attrib_position; static GLuint uniform_MVP; static void init(); @@ -393,7 +384,6 @@ class DisplaceShader { public: static GLuint Program; - static GLuint attrib_position, attrib_texcoord, attrib_second_texcoord; static GLuint uniform_MVP, uniform_displacement_tex, uniform_mask_tex, uniform_color_tex, uniform_dir, uniform_dir2; static void init();