Removed some unused code from GLES2

This commit is contained in:
Emile Belanger 2021-04-27 19:59:10 +01:00
parent b57085c49e
commit 53e9be1e10
4 changed files with 6 additions and 78 deletions

View file

@ -288,51 +288,7 @@ void FPresentShader::Bind()
mShader->Bind();
}
/////////////////////////////////////////////////////////////////////////////
void FPresent3DCheckerShader::Bind()
{
if (!mShader)
{
Init("shaders/pp/present_checker3d.fp", "shaders_gles/pp/presentChecker3d");
}
mShader->Bind();
}
void FPresent3DColumnShader::Bind()
{
if (!mShader)
{
Init("shaders/pp/present_column3d.fp", "shaders_gles/pp/presentColumn3d");
}
mShader->Bind();
}
void FPresent3DRowShader::Bind()
{
if (!mShader)
{
Init("shaders/pp/present_row3d.fp", "shaders_gles/pp/presentRow3d");
}
mShader->Bind();
}
/////////////////////////////////////////////////////////////////////////////
void FShadowMapShader::Bind()
{
if (!mShader)
{
FString prolog = Uniforms.CreateDeclaration("Uniforms", ShadowMapUniforms::Desc());
mShader.reset(new FShaderProgram());
mShader->Compile(FShaderProgram::Vertex, "shaders_gles/pp/screenquad.vp", "", 430);
mShader->Compile(FShaderProgram::Fragment, "shaders_gles/pp/shadowmap.fp", prolog, 430);
mShader->Link("shaders/glsl/shadowmap");
mShader->SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
Uniforms.Init();
}
mShader->Bind();
}
}

View file

@ -71,33 +71,5 @@ public:
};
class FPresent3DCheckerShader : public FPresentShaderBase
{
public:
void Bind() override;
};
class FPresent3DColumnShader : public FPresentShaderBase
{
public:
void Bind() override;
};
class FPresent3DRowShader : public FPresentShaderBase
{
public:
void Bind() override;
};
class FShadowMapShader
{
public:
void Bind();
ShaderUniforms<ShadowMapUniforms, POSTPROCESS_BINDINGPOINT> Uniforms;
private:
std::unique_ptr<FShaderProgram> mShader;
};
}

View file

@ -164,8 +164,6 @@ private:
ShaderUniforms &operator=(const ShaderUniforms &) = delete;
IDataBuffer *mBuffer = nullptr;
};

View file

@ -46,17 +46,16 @@ uTextureMode
uPalLightLevels
0xFF =
31 0r 0 or 1
32 0r 0 or 1
0xF0 =
0xFF00 =
gl_fogmode :
(USES 2)
0, "$OPTVAL_OFF"
1, "$OPTVAL_STANDARD"
2, "$OPTVAL_RADIAL"
0xF00 =
0xFF0000
gl_lightmode:
(USES 16, 5)
0, "$OPTVAL_STANDARD"
@ -69,6 +68,9 @@ gl_lightmode:
16, "$OPTVAL_VANILLA"
uTextureAddColor.a -> blendflags
0x7 =
(USES all)