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Merge pull request #87495 from jsjtxietian/USE_LIGHT_SHADER_CODE
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Clean up outdated `USE_LIGHT_SHADER_CODE` usage
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YuriSizov committed Jan 25, 2024
2 parents 1b83e8a + 2004ad1 commit 3f7ea71
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Showing 5 changed files with 2 additions and 13 deletions.
4 changes: 2 additions & 2 deletions drivers/gles3/shaders/scene.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -942,7 +942,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, bool is_di
#endif
inout vec3 diffuse_light, inout vec3 specular_light) {

#if defined(USE_LIGHT_SHADER_CODE)
#if defined(LIGHT_CODE_USED)
// light is written by the light shader

highp mat4 model_matrix = world_transform;
Expand Down Expand Up @@ -1078,7 +1078,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, bool is_di
alpha = min(alpha, clamp(1.0 - attenuation, 0.0, 1.0));
#endif

#endif // USE_LIGHT_SHADER_CODE
#endif // LIGHT_CODE_USED
}

float get_omni_spot_attenuation(float distance, float inv_range, float decay) {
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4 changes: 0 additions & 4 deletions drivers/gles3/storage/material_storage.cpp
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Expand Up @@ -1178,7 +1178,6 @@ MaterialStorage::MaterialStorage() {
actions.usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";
actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
actions.usage_defines["LIGHT"] = "#define LIGHT_SHADER_CODE_USED\n";
actions.usage_defines["SPECULAR_SHININESS"] = "#define SPECULAR_SHININESS_USED\n";

actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
Expand Down Expand Up @@ -1326,9 +1325,6 @@ MaterialStorage::MaterialStorage() {
actions.usage_defines["BACKLIGHT"] = "#define LIGHT_BACKLIGHT_USED\n";
actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";

actions.usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
actions.usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";

actions.usage_defines["FOG"] = "#define CUSTOM_FOG_USED\n";
actions.usage_defines["RADIANCE"] = "#define CUSTOM_RADIANCE_USED\n";
actions.usage_defines["IRRADIANCE"] = "#define CUSTOM_IRRADIANCE_USED\n";
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Expand Up @@ -680,9 +680,6 @@ void SceneShaderForwardClustered::init(const String p_defines) {
actions.usage_defines["BACKLIGHT"] = "#define LIGHT_BACKLIGHT_USED\n";
actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";

actions.usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
actions.usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";

actions.usage_defines["FOG"] = "#define CUSTOM_FOG_USED\n";
actions.usage_defines["RADIANCE"] = "#define CUSTOM_RADIANCE_USED\n";
actions.usage_defines["IRRADIANCE"] = "#define CUSTOM_IRRADIANCE_USED\n";
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Expand Up @@ -584,9 +584,6 @@ void SceneShaderForwardMobile::init(const String p_defines) {
actions.usage_defines["BACKLIGHT"] = "#define LIGHT_BACKLIGHT_USED\n";
actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";

actions.usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
actions.usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";

actions.usage_defines["FOG"] = "#define CUSTOM_FOG_USED\n";
actions.usage_defines["RADIANCE"] = "#define CUSTOM_RADIANCE_USED\n";
actions.usage_defines["IRRADIANCE"] = "#define CUSTOM_IRRADIANCE_USED\n";
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Expand Up @@ -2579,7 +2579,6 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() {
actions.usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";
actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
actions.usage_defines["LIGHT"] = "#define LIGHT_SHADER_CODE_USED\n";
actions.usage_defines["SPECULAR_SHININESS"] = "#define SPECULAR_SHININESS_USED\n";
actions.usage_defines["POINT_SIZE"] = "#define USE_POINT_SIZE\n";

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