Removes Direct3D9 functionality.

This commit is contained in:
Areloch 2017-05-28 16:51:31 -05:00
parent 5e288e79d2
commit 7e5e3b5105
86 changed files with 382 additions and 10445 deletions

View file

@ -232,7 +232,6 @@ void DeferredBumpFeatGLSL::processVert( Vector<ShaderComponent*> &componentLis
getOutTexCoord( "texCoord",
"vec2",
true,
useTexAnim,
meta,
componentList );
@ -272,7 +271,7 @@ void DeferredBumpFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
// create texture var
Var *bumpMap = getNormalMapTex();
Var *texCoord = getInTexCoord( "texCoord", "vec2", true, componentList );
Var *texCoord = getInTexCoord( "texCoord", "vec2", componentList );
LangElement *texOp = new GenOp( "tex2D(@, @)", bumpMap, texCoord );
// create bump normal
@ -295,7 +294,7 @@ void DeferredBumpFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
bumpMap->sampler = true;
bumpMap->constNum = Var::getTexUnitNum();
texCoord = getInTexCoord( "detCoord", "vec2", true, componentList );
texCoord = getInTexCoord( "detCoord", "vec2", componentList );
texOp = new GenOp( "tex2D(@, @)", bumpMap, texCoord );
Var *detailBump = new Var;
@ -338,7 +337,7 @@ void DeferredBumpFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
{
MultiLine *meta = new MultiLine;
Var *texCoord = getInTexCoord("texCoord", "vec2", true, componentList);
Var *texCoord = getInTexCoord("texCoord", "vec2", componentList);
Var *bumpMap = getNormalMapTex();
@ -361,7 +360,7 @@ void DeferredBumpFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
bumpMap->constNum = Var::getTexUnitNum();
}
texCoord = getInTexCoord("detCoord", "vec2", true, componentList);
texCoord = getInTexCoord("detCoord", "vec2", componentList);
LangElement *texOp = new GenOp("tex2D(@, @)", bumpMap, texCoord);
Var *detailBump = new Var;
@ -394,7 +393,7 @@ void DeferredBumpFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
Var *bumpSample = (Var *)LangElement::find( "bumpSample" );
if( bumpSample == NULL )
{
Var *texCoord = getInTexCoord( "texCoord", "vec2", true, componentList );
Var *texCoord = getInTexCoord( "texCoord", "vec2", componentList );
Var *bumpMap = getNormalMapTex();

View file

@ -41,7 +41,7 @@
void DeferredSpecMapGLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
{
// Get the texture coord.
Var *texCoord = getInTexCoord( "texCoord", "vec2", true, componentList );
Var *texCoord = getInTexCoord( "texCoord", "vec2", componentList );
// search for color var
Var *material = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
@ -98,7 +98,6 @@ void DeferredSpecMapGLSL::processVert( Vector<ShaderComponent*> &componentList,
MultiLine *meta = new MultiLine;
getOutTexCoord( "texCoord",
"vec2",
true,
fd.features[MFT_TexAnim],
meta,
componentList );

View file

@ -145,7 +145,6 @@ void GBufferConditionerGLSL::processPix( Vector<ShaderComponent*> &componentLis
gbNormal->setName( "gbNormal" );
gbNormal->setStructName( "IN" );
gbNormal->setType( "float3" );
gbNormal->mapsToSampler = false;
gbNormal->uniform = false;
}