Commit 210940b2 authored by Rye Mutt's avatar Rye Mutt 🍞
Browse files

Clean up dead lightExp uniform

parent 028504f0
......@@ -1349,7 +1349,6 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms.push_back("waveDir2");
mReservedUniforms.push_back("lightDir");
mReservedUniforms.push_back("specular");
mReservedUniforms.push_back("lightExp");
mReservedUniforms.push_back("waterFogColor");
mReservedUniforms.push_back("waterFogDensity");
mReservedUniforms.push_back("waterFogKS");
......
......@@ -190,7 +190,6 @@ class LLShaderMgr
WATER_WAVE_DIR2, // "waveDir2"
WATER_LIGHT_DIR, // "lightDir"
WATER_SPECULAR, // "specular"
WATER_SPECULAR_EXP, // "lightExp"
WATER_FOGCOLOR, // "waterFogColor"
WATER_FOGDENSITY, // "waterFogDensity"
WATER_FOGKS, // "waterFogKS"
......
......@@ -40,7 +40,6 @@ uniform sampler2D screenDepth;
uniform vec4 fogCol;
uniform vec3 lightDir;
uniform vec3 specular;
uniform float lightExp;
uniform vec2 fbScale;
uniform float refScale;
uniform float znear;
......
......@@ -45,7 +45,6 @@ uniform float sunAngle;
uniform float sunAngle2;
uniform vec3 lightDir;
uniform vec3 specular;
uniform float lightExp;
uniform float refScale;
uniform float kd;
uniform vec2 screenRes;
......
......@@ -38,7 +38,6 @@ uniform sampler2D screenDepth;
uniform vec4 fogCol;
uniform vec3 lightDir;
uniform vec3 specular;
uniform float lightExp;
uniform vec2 fbScale;
uniform float refScale;
uniform float znear;
......
......@@ -42,7 +42,6 @@ uniform float sunAngle;
uniform float sunAngle2;
uniform vec3 lightDir;
uniform vec3 specular;
uniform float lightExp;
uniform float refScale;
uniform float kd;
uniform vec2 screenRes;
......
......@@ -40,7 +40,6 @@ uniform sampler2D screenDepth;
uniform vec4 fogCol;
uniform vec3 lightDir;
uniform vec3 specular;
uniform float lightExp;
uniform vec2 fbScale;
uniform float refScale;
uniform float znear;
......
......@@ -43,7 +43,6 @@ uniform float sunAngle;
uniform float sunAngle2;
uniform vec3 lightDir;
uniform vec3 specular;
uniform float lightExp;
uniform float refScale;
uniform float kd;
uniform vec2 screenRes;
......
......@@ -565,7 +565,6 @@ void LLDrawPoolWater::shade2(bool edge, LLGLSLShader* shader, const LLColor3& li
shader->uniform1f(LLShaderMgr::WATER_TIME, sTime);
shader->uniform3fv(LLShaderMgr::WATER_EYEVEC, 1, viewerCamera.getOrigin().mV);
shader->uniform3fv(LLShaderMgr::WATER_SPECULAR, 1, light_diffuse.mV);
shader->uniform1f(LLShaderMgr::WATER_SPECULAR_EXP, light_exp);
if (environment.isCloudScrollPaused())
{
shader->uniform2fv(LLShaderMgr::WATER_WAVE_DIR1, 1, LLVector2::zero.mV);
......
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