Removes Direct3D9 functionality.

This commit is contained in:
Areloch 2017-05-28 16:51:31 -05:00
parent 5ac6f6beb3
commit edd1e0a270
86 changed files with 382 additions and 10445 deletions

View file

@ -42,7 +42,6 @@ void BumpFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
// Output the texture coord.
getOutTexCoord( "texCoord",
"vec2",
true,
useTexAnim,
meta,
componentList );
@ -64,7 +63,7 @@ void BumpFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
output = meta;
// Get the texture coord.
Var *texCoord = getInTexCoord( "texCoord", "vec2", true, componentList );
Var *texCoord = getInTexCoord( "texCoord", "vec2", componentList );
// Sample the bumpmap.
Var *bumpMap = getNormalMapTex();
@ -156,7 +155,7 @@ void BumpFeatGLSL::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;
@ -267,7 +266,6 @@ void ParallaxFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
// Add the texture coords.
getOutTexCoord( "texCoord",
"vec2",
true,
fd.features[MFT_TexAnim],
meta,
componentList );
@ -312,7 +310,7 @@ void ParallaxFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
MultiLine *meta = new MultiLine;
// Order matters... get this first!
Var *texCoord = getInTexCoord( "texCoord", "vec2", true, componentList );
Var *texCoord = getInTexCoord( "texCoord", "vec2", componentList );
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
@ -408,7 +406,6 @@ void NormalsOutFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
outNormal->setName( "wsNormal" );
outNormal->setStructName( "OUT" );
outNormal->setType( "vec3" );
outNormal->mapsToSampler = false;
// Find the incoming vertex normal.
Var *inNormal = (Var*)LangElement::find( "normal" );