strip out unused pixspecular to cut down on sources of confusion

This commit is contained in:
AzaezelX 2019-05-05 20:10:14 -05:00
parent 6326147fca
commit 57ee1882fa
22 changed files with 12 additions and 534 deletions

View file

@ -267,11 +267,7 @@ U32 ProcessedShaderMaterial::getNumStages()
// stage is active.
if ( mStages[i].hasValidTex() )
stageActive = true;
// If this stage has specular lighting, it's active
if ( mMaterial->mPixelSpecular[i] )
stageActive = true;
// If this stage has diffuse color, it's active
if ( mMaterial->mDiffuse[i].alpha > 0 &&
mMaterial->mDiffuse[i] != LinearColorF::WHITE )
@ -424,12 +420,6 @@ void ProcessedShaderMaterial::_determineFeatures( U32 stageNum,
if ( mMaterial->mParallaxScale[stageNum] > 0.0f &&
fd.features[ MFT_NormalMap ] )
fd.features.addFeature( MFT_Parallax );
// If not parallax then allow per-pixel specular if
// we have real time lighting enabled.
else if ( fd.features[MFT_RTLighting] &&
mMaterial->mPixelSpecular[stageNum] )
fd.features.addFeature( MFT_PixSpecular );
}
// Without realtime lighting and on lower end
@ -441,8 +431,6 @@ void ProcessedShaderMaterial::_determineFeatures( U32 stageNum,
// have per-pixel specular enabled.
if( fd.features[ MFT_SpecularMap ] )
{
fd.features.addFeature( MFT_PixSpecular );
// Check for an alpha channel on the specular map. If it has one (and it
// has values less than 255) than the artist has put the gloss map into
// the alpha channel.