diff --git a/Engine/source/environment/scatterSky.cpp b/Engine/source/environment/scatterSky.cpp index 3e2d2d890..aebf9c617 100644 --- a/Engine/source/environment/scatterSky.cpp +++ b/Engine/source/environment/scatterSky.cpp @@ -82,13 +82,6 @@ const F32 ScatterSky::smEarthRadius = (6378.0f * 1000.0f); const F32 ScatterSky::smAtmosphereRadius = 200000.0f; const F32 ScatterSky::smViewerHeight = 1.0f; -GFXImplementVertexFormat( ScatterSkyVertex ) -{ - addElement( "POSITION", GFXDeclType_Float3 ); - addElement( "NORMAL", GFXDeclType_Float3 ); - addElement( "COLOR", GFXDeclType_Color ); -} - ScatterSky::ScatterSky() { mPrimCount = 0; @@ -761,7 +754,7 @@ void ScatterSky::_initVBIB() F32 zOffset = -( mCos( mSqrt( 1.0f ) ) + 0.01f ); mVB.set( GFX, mVertCount, GFXBufferTypeStatic ); - ScatterSkyVertex *pVert = mVB.lock(); + GFXVertexP *pVert = mVB.lock(); if(!pVert) return; for ( U32 y = 0; y < vertStride; y++ ) diff --git a/Engine/source/environment/scatterSky.h b/Engine/source/environment/scatterSky.h index 66177851d..287f6db1a 100644 --- a/Engine/source/environment/scatterSky.h +++ b/Engine/source/environment/scatterSky.h @@ -57,14 +57,6 @@ class TimeOfDay; class CubemapData; class MatrixSet; - -GFXDeclareVertexFormat( ScatterSkyVertex ) -{ - Point3F point; - VectorF normal; - GFXVertexColor color; -}; - class ScatterSky : public SceneObject, public ISceneLight { typedef SceneObject Parent; @@ -228,7 +220,7 @@ protected: // Prim buffer, vertex buffer and shader for rendering. GFXPrimitiveBufferHandle mPrimBuffer; - GFXVertexBufferHandle mVB; + GFXVertexBufferHandle mVB; GFXShaderRef mShader; GFXStateBlockRef mStateBlock; diff --git a/Templates/Empty/game/shaders/common/gl/scatterSkyV.glsl b/Templates/Empty/game/shaders/common/gl/scatterSkyV.glsl index 61580d785..252a2b121 100644 --- a/Templates/Empty/game/shaders/common/gl/scatterSkyV.glsl +++ b/Templates/Empty/game/shaders/common/gl/scatterSkyV.glsl @@ -36,14 +36,9 @@ float vernierScale(float fCos) } in vec4 vPosition; -in vec3 vNormal; -in vec4 vColor; -in vec2 vTexCoord0; // This is the shader input vertex structure. #define IN_position vPosition -#define IN_normal vNormal -#define IN_color vColor // This is the shader output data. out vec4 rayleighColor; diff --git a/Templates/Empty/game/shaders/common/scatterSkyV.hlsl b/Templates/Empty/game/shaders/common/scatterSkyV.hlsl index dfec25d91..9f6f3ffc8 100644 --- a/Templates/Empty/game/shaders/common/scatterSkyV.hlsl +++ b/Templates/Empty/game/shaders/common/scatterSkyV.hlsl @@ -39,10 +39,6 @@ struct Vert { // .xyz = point float4 position : POSITION; - - float3 normal : NORMAL; - - float4 color : TEXCOORD0; }; // This is the shader output data. diff --git a/Templates/Full/game/shaders/common/gl/scatterSkyV.glsl b/Templates/Full/game/shaders/common/gl/scatterSkyV.glsl index 61580d785..252a2b121 100644 --- a/Templates/Full/game/shaders/common/gl/scatterSkyV.glsl +++ b/Templates/Full/game/shaders/common/gl/scatterSkyV.glsl @@ -36,14 +36,9 @@ float vernierScale(float fCos) } in vec4 vPosition; -in vec3 vNormal; -in vec4 vColor; -in vec2 vTexCoord0; // This is the shader input vertex structure. #define IN_position vPosition -#define IN_normal vNormal -#define IN_color vColor // This is the shader output data. out vec4 rayleighColor; diff --git a/Templates/Full/game/shaders/common/scatterSkyV.hlsl b/Templates/Full/game/shaders/common/scatterSkyV.hlsl index dfec25d91..9f6f3ffc8 100644 --- a/Templates/Full/game/shaders/common/scatterSkyV.hlsl +++ b/Templates/Full/game/shaders/common/scatterSkyV.hlsl @@ -39,10 +39,6 @@ struct Vert { // .xyz = point float4 position : POSITION; - - float3 normal : NORMAL; - - float4 color : TEXCOORD0; }; // This is the shader output data.