unused var cleanups

This commit is contained in:
AzaezelX 2019-07-02 19:22:55 -05:00
parent 0d6e4e2bed
commit abdc8b6d59

View file

@ -2270,45 +2270,15 @@ void RTLightingFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
}
Var *smoothness = (Var*)LangElement::find("smoothness");
/*if (!fd.features[MFT_SpecularMap])
{
if (!smoothness)
{
smoothness = new Var("smoothness", "float");
smoothness->uniform = true;
smoothness->constSortPos = cspPotentialPrimitive;
}
}*/
Var *metalness = (Var*)LangElement::find("metalness");
/*if (!fd.features[MFT_SpecularMap])
{
if (!metalness)
{
metalness = new Var("metalness", "float");
metalness->uniform = true;
metalness->constSortPos = cspPotentialPrimitive;
}
}*/
Var *albedo = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
Var *ambient = new Var( "ambient", "float4" );
ambient->uniform = true;
ambient->constSortPos = cspPass;
// Calculate the diffuse shading and specular powers.
/*meta->addStatement( new GenOp( " compute4Lights( @, @, @, @,\r\n"
" @, @, @, @, @, @, @, @, @,\r\n"
" @, @ );\r\n",
wsView, wsPosition, wsNormal, lightMask,
inLightPos, inLightConfigData, inLightColor, inLightSpotDir, inLightSpotAngle, lightSpotFalloff, smoothness, metalness, albedo,
rtShading, specular ) );
// Apply the lighting to the diffuse color.
LangElement *lighting = new GenOp( "float4( @.rgb + @.rgb, 1 )", rtShading, ambient );
meta->addStatement( new GenOp( " @;\r\n", assignColor( lighting, Material::Mul ) ) );*/
Var* lighting = new Var("lighting", "float4");
meta->addStatement(new GenOp(" @ = compute4Lights( @, @, @, @,\r\n"
" @, @, @);\r\n",
@ -3140,10 +3110,6 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
Con::errorf("ShaderGen::ReflectionProbeFeatHLSL() - failed to generate surface!");
return;
}
Var *inTex = getInTexCoord("texCoord", "float2", componentList);
if (!inTex)
return;
Var *diffuseColor = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
@ -3152,9 +3118,6 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
Var* smoothness = (Var*)LangElement::find("smoothness");
Var* wsEyePos = (Var*)LangElement::find("eyePosWorld");
Var* worldToTangent = getInWorldToTangent(componentList);
Var* wsNormal = (Var*)LangElement::find("wsNormal");
//Reflection vec
String computeForwardProbes = String::String(" @.rgb = computeForwardProbes(@,@,@,@,@,@,@,@,@,\r\n\t\t");