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