Eevee: Cleanup remaining shadow geometry references.

This commit is contained in:
Clément Foucault 2018-04-15 22:23:28 +02:00
parent d8d1f637b1
commit 61a22262d1
7 changed files with 0 additions and 62 deletions

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@ -181,7 +181,6 @@ data_to_c_simple(engines/eevee/shaders/lightprobe_planar_downsample_vert.glsl SR
data_to_c_simple(engines/eevee/shaders/prepass_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/prepass_vert.glsl SRC)
data_to_c_simple(engines/eevee/shaders/shadow_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/shadow_geom.glsl SRC)
data_to_c_simple(engines/eevee/shaders/shadow_vert.glsl SRC)
data_to_c_simple(engines/eevee/shaders/shadow_store_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/shadow_copy_frag.glsl SRC)

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@ -44,7 +44,6 @@ static struct {
} e_data = {NULL}; /* Engine data */
extern char datatoc_shadow_vert_glsl[];
extern char datatoc_shadow_geom_glsl[];
extern char datatoc_shadow_frag_glsl[];
extern char datatoc_shadow_store_frag_glsl[];
extern char datatoc_shadow_copy_frag_glsl[];

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@ -89,7 +89,6 @@ extern char datatoc_lit_surface_vert_glsl[];
extern char datatoc_raytrace_lib_glsl[];
extern char datatoc_ssr_lib_glsl[];
extern char datatoc_shadow_vert_glsl[];
extern char datatoc_shadow_geom_glsl[];
extern char datatoc_lightprobe_geom_glsl[];
extern char datatoc_lightprobe_vert_glsl[];
extern char datatoc_background_vert_glsl[];

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@ -312,8 +312,6 @@ typedef struct EEVEE_ShadowCascade {
} EEVEE_ShadowCascade;
typedef struct EEVEE_ShadowRender {
float shadowmat[6][4][4]; /* World->Lamp->NDC : used to render the shadow map. 6 frustum for cubemap shadow */
float viewmat[6][4][4]; /* World->Lamp : used to render the shadow map. 6 viewmat for cubemap shadow */
float position[3], pad;
float cube_texel_size;
float stored_texel_size;

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@ -2,8 +2,6 @@
* to linear depth (or other storage method) and doing a 3x3 box filter. */
layout(std140) uniform shadow_render_block {
mat4 ShadowMatrix[6];
mat4 FaceViewMatrix[6];
vec4 lampPosition;
float cubeTexelSize;
float storedTexelSize;

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@ -1,53 +0,0 @@
layout(std140) uniform shadow_render_block {
mat4 ShadowMatrix[6];
mat4 FaceViewMatrix[6];
vec4 lampPosition;
float cubeTexelSize;
float storedTexelSize;
float nearClip;
float farClip;
int shadowSampleCount;
float shadowInvSampleCount;
};
layout(triangles) in;
layout(triangle_strip, max_vertices=3) out;
in vec4 vPos[];
flat in int face[];
#ifdef MESH_SHADER
in vec3 vNor[];
#endif
out vec3 worldPosition;
#ifdef MESH_SHADER
out vec3 viewPosition; /* Required. otherwise generate linking error. */
out vec3 worldNormal; /* Required. otherwise generate linking error. */
out vec3 viewNormal; /* Required. otherwise generate linking error. */
flat out int shFace;
#else
int shFace;
#endif
void main() {
shFace = face[0];
gl_Layer = shFace;
for (int v = 0; v < 3; ++v) {
gl_Position = ShadowMatrix[shFace] * vPos[v];
worldPosition = vPos[v].xyz;
#ifdef MESH_SHADER
worldNormal = vNor[v];
viewPosition = (FaceViewMatrix[shFace] * vec4(worldPosition, 1.0)).xyz;
viewNormal = (FaceViewMatrix[shFace] * vec4(worldNormal, 0.0)).xyz;
#ifdef ATTRIB
pass_attrib(v);
#endif
#endif
EmitVertex();
}
EndPrimitive();
}

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@ -1,7 +1,5 @@
layout(std140) uniform shadow_render_block {
mat4 ShadowMatrix[6];
mat4 FaceViewMatrix[6];
vec4 lampPosition;
float cubeTexelSize;
float storedTexelSize;