From 33fbe90dc5e8a8717626a421b8f0cf8910a7c363 Mon Sep 17 00:00:00 2001 From: Jonathas Costa Date: Fri, 26 May 2017 14:40:12 -0400 Subject: [PATCH] Removed unsued code from main shader file. --- modules/atmosphere/shaders/deferred_test_fs.glsl | 14 +------------- 1 file changed, 1 insertion(+), 13 deletions(-) diff --git a/modules/atmosphere/shaders/deferred_test_fs.glsl b/modules/atmosphere/shaders/deferred_test_fs.glsl index 84553b0104..6853850cc9 100644 --- a/modules/atmosphere/shaders/deferred_test_fs.glsl +++ b/modules/atmosphere/shaders/deferred_test_fs.glsl @@ -37,12 +37,9 @@ const int RenderableGlobe = 2; // a RenderableGlobe uniform int RenderableClass; -//uniform sampler2D reflectanceTexture; uniform sampler2D irradianceTexture; uniform sampler3D inscatterTexture; -//uniform sampler2DMS mainDepthTexture; uniform sampler2DMS mainPositionTexture; -//uniform sampler2D mainPositionTexture; uniform sampler2DMS mainNormalReflectanceTexture; uniform sampler2DMS mainColorTexture; @@ -55,25 +52,16 @@ in vec3 interpolatedNDCPos; // Model Transform Matrix Used for Globe Rendering uniform dmat4 ModelTransformMatrix; -//uniform dmat4 dSgctProjectionMatrix; uniform dmat4 dInverseTransformMatrix; -//uniform dmat4 dScaleTransformMatrix; uniform dmat4 dInverseScaleTransformMatrix; -//uniform dmat4 dObjToWorldTransform; -//uniform dmat4 dWorldToObjectTransform; -//uniform dmat4 dWorldToOsEyeTransform; -//uniform dmat4 dOsEyeToWorldTransform; // OS Eye to World -//uniform dmat4 dOsEyeToSGCTEyeTranform; // OS Eye to SGCT Eye uniform dmat4 dInverseSgctEyeToWorldTranform; // SGCT Eye to OS World uniform dmat4 dSgctEyeToOSEyeTranform; // SGCT Eye to OS Eye -//uniform dmat4 dSgctEyeToClipTranform; // SGCT Eye to SGCT Project Clip uniform dmat4 dInverseSgctProjectionMatrix; // Clip to SGCT Eye uniform dmat4 dInverseCamRotTransform; // Double Precision Versions: uniform dvec4 dObjpos; uniform dvec3 dCampos; -//uniform dmat3 dCamrot; uniform dvec3 sunDirectionObj; @@ -754,7 +742,7 @@ void main() { } } else { // No ATM defined. - //renderTarget = vec4(1.0, 1.0, 0.0, 1.0); + renderTarget = meanColor; }