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Removed unused vertex formats from ScatterSky
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2044b2691e
commit
246785a8bf
6 changed files with 0 additions and 22 deletions
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@ -85,8 +85,6 @@ const F32 ScatterSky::smViewerHeight = 1.0f;
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GFXImplementVertexFormat( ScatterSkyVertex )
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GFXImplementVertexFormat( ScatterSkyVertex )
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{
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{
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addElement( "POSITION", GFXDeclType_Float3 );
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addElement( "POSITION", GFXDeclType_Float3 );
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addElement( "NORMAL", GFXDeclType_Float3 );
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addElement( "COLOR", GFXDeclType_Color );
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}
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}
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ScatterSky::ScatterSky()
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ScatterSky::ScatterSky()
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@ -61,8 +61,6 @@ class MatrixSet;
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GFXDeclareVertexFormat( ScatterSkyVertex )
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GFXDeclareVertexFormat( ScatterSkyVertex )
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{
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{
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Point3F point;
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Point3F point;
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VectorF normal;
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GFXVertexColor color;
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};
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};
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class ScatterSky : public SceneObject, public ISceneLight
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class ScatterSky : public SceneObject, public ISceneLight
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@ -36,14 +36,9 @@ float vernierScale(float fCos)
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}
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}
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in vec4 vPosition;
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in vec4 vPosition;
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in vec3 vNormal;
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in vec4 vColor;
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in vec2 vTexCoord0;
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// This is the shader input vertex structure.
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// This is the shader input vertex structure.
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#define IN_position vPosition
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#define IN_position vPosition
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#define IN_normal vNormal
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#define IN_color vColor
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// This is the shader output data.
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// This is the shader output data.
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out vec4 rayleighColor;
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out vec4 rayleighColor;
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@ -39,10 +39,6 @@ struct Vert
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{
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{
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// .xyz = point
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// .xyz = point
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float4 position : POSITION;
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float4 position : POSITION;
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float3 normal : NORMAL;
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float4 color : TEXCOORD0;
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};
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};
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// This is the shader output data.
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// This is the shader output data.
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@ -36,14 +36,9 @@ float vernierScale(float fCos)
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}
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}
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in vec4 vPosition;
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in vec4 vPosition;
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in vec3 vNormal;
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in vec4 vColor;
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in vec2 vTexCoord0;
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// This is the shader input vertex structure.
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// This is the shader input vertex structure.
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#define IN_position vPosition
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#define IN_position vPosition
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#define IN_normal vNormal
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#define IN_color vColor
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// This is the shader output data.
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// This is the shader output data.
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out vec4 rayleighColor;
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out vec4 rayleighColor;
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@ -39,10 +39,6 @@ struct Vert
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{
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{
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// .xyz = point
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// .xyz = point
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float4 position : POSITION;
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float4 position : POSITION;
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float3 normal : NORMAL;
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float4 color : TEXCOORD0;
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};
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};
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// This is the shader output data.
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// This is the shader output data.
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