Removed unused vertex formats from ScatterSky

This commit is contained in:
rextimmy 2015-10-16 21:30:39 +10:00
parent 2044b2691e
commit 246785a8bf
6 changed files with 0 additions and 22 deletions

View file

@ -85,8 +85,6 @@ const F32 ScatterSky::smViewerHeight = 1.0f;
GFXImplementVertexFormat( ScatterSkyVertex ) GFXImplementVertexFormat( ScatterSkyVertex )
{ {
addElement( "POSITION", GFXDeclType_Float3 ); addElement( "POSITION", GFXDeclType_Float3 );
addElement( "NORMAL", GFXDeclType_Float3 );
addElement( "COLOR", GFXDeclType_Color );
} }
ScatterSky::ScatterSky() ScatterSky::ScatterSky()

View file

@ -61,8 +61,6 @@ class MatrixSet;
GFXDeclareVertexFormat( ScatterSkyVertex ) GFXDeclareVertexFormat( ScatterSkyVertex )
{ {
Point3F point; Point3F point;
VectorF normal;
GFXVertexColor color;
}; };
class ScatterSky : public SceneObject, public ISceneLight class ScatterSky : public SceneObject, public ISceneLight

View file

@ -36,14 +36,9 @@ float vernierScale(float fCos)
} }
in vec4 vPosition; in vec4 vPosition;
in vec3 vNormal;
in vec4 vColor;
in vec2 vTexCoord0;
// This is the shader input vertex structure. // This is the shader input vertex structure.
#define IN_position vPosition #define IN_position vPosition
#define IN_normal vNormal
#define IN_color vColor
// This is the shader output data. // This is the shader output data.
out vec4 rayleighColor; out vec4 rayleighColor;

View file

@ -39,10 +39,6 @@ struct Vert
{ {
// .xyz = point // .xyz = point
float4 position : POSITION; float4 position : POSITION;
float3 normal : NORMAL;
float4 color : TEXCOORD0;
}; };
// This is the shader output data. // This is the shader output data.

View file

@ -36,14 +36,9 @@ float vernierScale(float fCos)
} }
in vec4 vPosition; in vec4 vPosition;
in vec3 vNormal;
in vec4 vColor;
in vec2 vTexCoord0;
// This is the shader input vertex structure. // This is the shader input vertex structure.
#define IN_position vPosition #define IN_position vPosition
#define IN_normal vNormal
#define IN_color vColor
// This is the shader output data. // This is the shader output data.
out vec4 rayleighColor; out vec4 rayleighColor;

View file

@ -39,10 +39,6 @@ struct Vert
{ {
// .xyz = point // .xyz = point
float4 position : POSITION; float4 position : POSITION;
float3 normal : NORMAL;
float4 color : TEXCOORD0;
}; };
// This is the shader output data. // This is the shader output data.