Remove some unused shaders
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@@ -587,13 +587,6 @@ void CollapseProvider::OnSetConstants(IMaterialRendererServices *srv, int)
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//-------------------------------------
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void BloomPowerProvider::OnSetConstants(IMaterialRendererServices *srv, int)
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{
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srv->setVertexShaderConstant("power", &m_power, 1);
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}
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//-------------------------------------
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void MultiplyProvider::OnSetConstants(IMaterialRendererServices *srv, int)
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{
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if (!firstdone)
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@@ -527,22 +527,6 @@ private:
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//
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class BloomPowerProvider: public CallBase
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{
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public:
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virtual void OnSetConstants(video::IMaterialRendererServices *srv, int);
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void setPower(float power)
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{
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m_power = power / 10.0f;
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}
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private:
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float m_power;
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};
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//
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class MultiplyProvider: public CallBase
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{
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public:
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@@ -582,10 +582,6 @@ void PostProcessing::render()
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const bool globalbloom = World::getWorld()->getTrack()->getBloom();
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BloomPowerProvider * const bloomcb = (BloomPowerProvider *)
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irr_driver->
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getCallback(ES_BLOOM_POWER);
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if (globalbloom)
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{
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drv->setRenderTarget(irr_driver->getRTT(RTT_TMP3), true, false);
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@@ -53,7 +53,6 @@ Shaders::Shaders()
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m_callbacks[ES_SHADOWPASS] = new ShadowPassProvider();
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m_callbacks[ES_SHADOW_IMPORTANCE] = new ShadowImportanceProvider();
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m_callbacks[ES_COLLAPSE] = new CollapseProvider();
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m_callbacks[ES_BLOOM_POWER] = new BloomPowerProvider();
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m_callbacks[ES_MULTIPLY_ADD] = new MultiplyProvider();
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m_callbacks[ES_SHADOWGEN] = new ShadowGenProvider();
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m_callbacks[ES_CAUSTICS] = new CausticsProvider();
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@@ -144,11 +143,6 @@ void Shaders::loadShaders()
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m_shaders[ES_COLORIZE_REF] = glslmat(std::string(""), dir + "colorize_ref.frag",
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m_callbacks[ES_COLORIZE], EMT_SOLID);
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m_shaders[ES_PASS] = glslmat(std::string(""), dir + "pass.frag",
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0, EMT_SOLID);
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m_shaders[ES_PASS_ADDITIVE] = glslmat(std::string(""), dir + "pass.frag",
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0, EMT_TRANSPARENT_ADD_COLOR);
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m_shaders[ES_GLOW] = glslmat(std::string(""), dir + "glow.frag",
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m_callbacks[ES_GLOW], EMT_TRANSPARENT_ALPHA_CHANNEL);
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@@ -188,9 +182,6 @@ void Shaders::loadShaders()
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m_shaders[ES_SHADOW_WARPV] = glsl(std::string(""), dir + "shadowwarpv.frag",
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m_callbacks[ES_COLLAPSE]);
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m_shaders[ES_BLOOM_POWER] = glsl(std::string(""), dir + "bloompower.frag",
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m_callbacks[ES_BLOOM_POWER]);
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m_shaders[ES_MULTIPLY_ADD] = glslmat(std::string(""), dir + "multiply.frag",
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m_callbacks[ES_MULTIPLY_ADD], EMT_ONETEXTURE_BLEND);
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@@ -258,8 +258,6 @@ public:
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ACT(ES_MIPVIZ) \
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ACT(ES_COLORIZE) \
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ACT(ES_COLORIZE_REF) \
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ACT(ES_PASS) \
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ACT(ES_PASS_ADDITIVE) \
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ACT(ES_GLOW) \
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ACT(ES_OBJECTPASS) \
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ACT(ES_OBJECTPASS_REF) \
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@@ -276,7 +274,6 @@ public:
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ACT(ES_COLLAPSE) \
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ACT(ES_SHADOW_WARPH) \
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ACT(ES_SHADOW_WARPV) \
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ACT(ES_BLOOM_POWER) \
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ACT(ES_MULTIPLY_ADD) \
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ACT(ES_PENUMBRAH) \
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ACT(ES_PENUMBRAV) \
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