Remove unneeded skinned mesh version for tilling and vertical mapping shader
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3742adf5ee
commit
ef2f12f568
@ -1,12 +1,10 @@
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<spshader>
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<spshader>
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<shader-info name="tillingMitigation" fallback-shader="solid" use-tangents="Y"/>
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<shader-info name="tillingMitigation" fallback-shader="solid" use-tangents="Y"/>
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<first-pass vertex-shader="sp_pass.vert"
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<first-pass vertex-shader="sp_pass.vert"
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fragment-shader="sp_tilling_mitigation.frag"
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fragment-shader="sp_tilling_mitigation.frag">
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skinned-mesh-shader="sp_skinning.vert">
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</first-pass>
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</first-pass>
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<shadow-pass vertex-shader="sp_shadow.vert"
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<shadow-pass vertex-shader="sp_shadow.vert"
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fragment-shader="white.frag"
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fragment-shader="white.frag">
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skinned-mesh-shader="sp_skinning_shadow.vert">
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</shadow-pass>
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</shadow-pass>
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<uniform-assigners>
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<uniform-assigners>
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<uniform-assigner name="layer"
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<uniform-assigner name="layer"
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@ -1,12 +1,10 @@
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<spshader>
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<spshader>
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<shader-info name="verticalMapping" fallback-shader="solid" use-tangents="Y"/>
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<shader-info name="verticalMapping" fallback-shader="solid" use-tangents="Y"/>
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<first-pass vertex-shader="sp_pass.vert"
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<first-pass vertex-shader="sp_pass.vert"
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fragment-shader="sp_vertical_mapping.frag"
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fragment-shader="sp_vertical_mapping.frag">
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skinned-mesh-shader="sp_skinning.vert">
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</first-pass>
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</first-pass>
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<shadow-pass vertex-shader="sp_shadow.vert"
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<shadow-pass vertex-shader="sp_shadow.vert"
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fragment-shader="white.frag"
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fragment-shader="white.frag">
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skinned-mesh-shader="sp_skinning_shadow.vert">
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</shadow-pass>
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</shadow-pass>
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<uniform-assigners>
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<uniform-assigners>
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<uniform-assigner name="layer"
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<uniform-assigner name="layer"
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