mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-29 08:15:44 +00:00
Removes Direct3D9 functionality.
This commit is contained in:
parent
5ac6f6beb3
commit
edd1e0a270
86 changed files with 382 additions and 10445 deletions
|
|
@ -103,7 +103,6 @@ Var* TerrainFeatGLSL::_getInDetailCoord( Vector<ShaderComponent*> &componentList
|
|||
inDet->setName( name );
|
||||
inDet->setStructName( "IN" );
|
||||
inDet->setType( "vec4" );
|
||||
inDet->mapsToSampler = true;
|
||||
}
|
||||
|
||||
return inDet;
|
||||
|
|
@ -122,7 +121,6 @@ Var* TerrainFeatGLSL::_getInMacroCoord( Vector<ShaderComponent*> &componentList
|
|||
inDet->setName( name );
|
||||
inDet->setStructName( "IN" );
|
||||
inDet->setType( "vec4" );
|
||||
inDet->mapsToSampler = true;
|
||||
}
|
||||
|
||||
return inDet;
|
||||
|
|
@ -219,7 +217,6 @@ void TerrainBaseMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentLis
|
|||
outTex->setName( "outTexCoord" );
|
||||
outTex->setStructName( "OUT" );
|
||||
outTex->setType( "vec3" );
|
||||
outTex->mapsToSampler = true;
|
||||
meta->addStatement( new GenOp( " @.xy = @.xy;\r\n", outTex, inTex ) );
|
||||
|
||||
// If this shader has a side projected layer then we
|
||||
|
|
@ -253,7 +250,7 @@ void TerrainBaseMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentLis
|
|||
const MaterialFeatureData &fd )
|
||||
{
|
||||
// grab connector texcoord register
|
||||
Var *texCoord = getInTexCoord( "texCoord", "vec3", true, componentList );
|
||||
Var *texCoord = getInTexCoord( "texCoord", "vec3", componentList );
|
||||
|
||||
// create texture var
|
||||
Var *diffuseMap = new Var;
|
||||
|
|
@ -363,7 +360,6 @@ void TerrainDetailMapFeatGLSL::processVert( Vector<ShaderComponent*> &component
|
|||
outTex->setName( String::ToString( "detCoord%d", detailIndex ) );
|
||||
outTex->setStructName( "OUT" );
|
||||
outTex->setType( "vec4" );
|
||||
outTex->mapsToSampler = true;
|
||||
|
||||
// Get the detail scale and fade info.
|
||||
Var *detScaleAndFade = new Var;
|
||||
|
|
@ -714,7 +710,6 @@ void TerrainMacroMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentL
|
|||
outTex->setName( String::ToString( "macroCoord%d", detailIndex ) );
|
||||
outTex->setStructName( "OUT" );
|
||||
outTex->setType( "vec4" );
|
||||
outTex->mapsToSampler = true;
|
||||
|
||||
// Get the detail scale and fade info.
|
||||
Var *detScaleAndFade = new Var;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue