Revert addition of flw_vertexDiffuse and flw_fragDiffuse

This commit is contained in:
PepperCode1 2024-01-22 09:00:18 -08:00
parent 21549567e7
commit ed47aa226d
6 changed files with 1 additions and 21 deletions

View file

@ -13,9 +13,6 @@
/*const*/ float flw_distance;
/*const*/ bool flw_vertexDiffuse;
bool flw_fragDiffuse;
vec4 flw_fragColor;
ivec2 flw_fragOverlay;
vec2 flw_fragLight;

View file

@ -7,8 +7,6 @@ ivec2 flw_vertexOverlay;
vec2 flw_vertexLight;
vec3 flw_vertexNormal;
bool flw_vertexDiffuse;
/*const*/ FlwMaterial flw_material;
// To be implemented by the instance shader.

View file

@ -10,8 +10,6 @@ uniform sampler2D _flw_diffuseTex;
uniform sampler2D _flw_overlayTex;
uniform sampler2D _flw_lightTex;
flat in uint _flw_vertexDiffuse;
out vec4 _flw_outputColor;
void _flw_main() {
@ -20,16 +18,13 @@ void _flw_main() {
flw_fragOverlay = flw_vertexOverlay;
flw_fragLight = flw_vertexLight;
flw_vertexDiffuse = bool(_flw_vertexDiffuse);
flw_fragDiffuse = flw_vertexDiffuse;
flw_beginFragment();
flw_materialFragment();
flw_endFragment();
vec4 color = flw_fragColor;
if (flw_fragDiffuse) {
if (flw_material.diffuse) {
float diffuseFactor;
if (flw_constantAmbientLight == 1u) {
diffuseFactor = diffuseNether(flw_vertexNormal);

View file

@ -1,10 +1,6 @@
#include "flywheel:internal/fog_distance.glsl"
flat out uint _flw_vertexDiffuse;
void _flw_main(in FlwInstance instance) {
flw_vertexDiffuse = flw_material.diffuse;
_flw_layoutVertex();
flw_beginVertex();
flw_instanceVertex(instance);
@ -13,8 +9,6 @@ void _flw_main(in FlwInstance instance) {
flw_vertexNormal = normalize(flw_vertexNormal);
_flw_vertexDiffuse = uint(flw_vertexDiffuse);
flw_distance = fogDistance(flw_vertexPos.xyz, flw_cameraPos.xyz, flw_fogShape);
gl_Position = flw_viewProjection * flw_vertexPos;
}

View file

@ -11,8 +11,6 @@ in vec3 flw_vertexNormal;
in float flw_distance;
bool flw_vertexDiffuse;
vec4 flw_sampleColor;
FlwMaterial flw_material;

View file

@ -12,6 +12,4 @@ out vec3 flw_vertexNormal;
out float flw_distance;
bool flw_vertexDiffuse;
FlwMaterial flw_material;