Small cleanup

This commit is contained in:
Emil Axelsson
2019-08-13 11:28:33 +02:00
parent 137e012cd1
commit 904811f60d
5 changed files with 5 additions and 19 deletions

View File

@@ -41,7 +41,7 @@ class RenderableVolume;
class Camera;
class Scene;
class Renderer {
class Renderer {
public:
virtual ~Renderer() = default;

View File

@@ -406,15 +406,14 @@ RenderableAtmosphere::RenderableAtmosphere(const ghoul::Dictionary& dictionary)
}
if (atmosphereDictionary.hasKey(SunIntensityInfo.identifier)) {
_sunRadianceIntensity = atmosphereDictionary.value<float>(
SunIntensityInfo.identifier
);
_sunRadianceIntensity =
atmosphereDictionary.value<float>(SunIntensityInfo.identifier);
}
if (atmosphereDictionary.hasKey(MieScatteringExtinctionPropCoeffInfo.identifier)) {
_mieScattExtPropCoefProp = atmosphereDictionary.value<float>(
MieScatteringExtinctionPropCoeffInfo.identifier
);
);
}
if (!atmosphereDictionary.getValue(

View File

@@ -181,7 +181,6 @@ RenderableTrail::RenderableTrail(const ghoul::Dictionary& dictionary)
setRenderBin(RenderBin::Transparent);
addProperty(_opacity);
//registerUpdateRenderBinFromOpacity();
_translation = Translation::createFromDictionary(
dictionary.value<ghoul::Dictionary>(KeyTranslation)

View File

@@ -46,8 +46,6 @@ Fragment getFragment() {
frag.depth = vs_positionScreenSpace.w;
frag.blend = BLEND_MODE_ADDITIVE;
vec4 depthCorrection = vec4(0.0, 0.0, 100.0, 0.0);
if (renderPhase == RenderPhasePoints) {
// Use the length of the vector (dot(circCoord, circCoord)) as factor in the
// smoothstep to gradually decrease the alpha on the edges of the point
@@ -62,19 +60,10 @@ Fragment getFragment() {
frag.color.a = transparencyCorrection;
}
if (frag.color.a < 0.2f)
discard;
// G-Buffer
// JCC: The depthCorrection here is a temporary tweak
// to fix precision problems.
frag.gPosition = vs_gPosition + depthCorrection;
frag.gPosition = vs_gPosition;
// There is no normal here
frag.gNormal = vec4(0.0, 0.0, -1.0, 1.0);
// Bloom filter
frag.filterFlag = 1;
return frag;
}

View File

@@ -32,7 +32,6 @@ struct Fragment {
vec4 color;
vec4 gPosition;
vec4 gNormal;
uint filterFlag;
float depth;
uint blend;
bool forceFboRendering;