Removes forbidden and unused USE_SPECULAR from model shader.
This was SVN commit r27770.
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f2938aaa28
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@ -78,7 +78,7 @@ void main()
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texdiffuse *= mix(objectColor, vec3(1.0, 1.0, 1.0), tex.a);
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#endif
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#if USE_SPECULAR || USE_SPECULAR_MAP || USE_NORMAL_MAP
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#if USE_SPECULAR_MAP || USE_NORMAL_MAP
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vec3 normal = normalize(v_normal.xyz);
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#endif
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@ -90,18 +90,11 @@ void main()
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#endif
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vec4 specular = vec4(0.0);
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#if USE_SPECULAR || USE_SPECULAR_MAP
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vec3 specCol;
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float specPow;
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#if USE_SPECULAR_MAP
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vec4 s = SAMPLE_2D(GET_DRAW_TEXTURE_2D(specTex), coord);
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specCol = s.rgb;
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specular.a = s.a;
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specPow = effectSettings.y;
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#else
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specCol = specularColor;
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specPow = specularPower;
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#endif
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#if USE_SPECULAR_MAP
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vec4 s = SAMPLE_2D(GET_DRAW_TEXTURE_2D(specTex), coord);
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vec3 specCol = s.rgb;
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specular.a = s.a;
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float specPow = effectSettings.y;
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specular.rgb = sunColor * specCol * pow(max(0.001, dot(normalize(normal), v_half)), specPow);
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#endif
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@ -30,10 +30,6 @@ BEGIN_DRAW_UNIFORMS
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END_DRAW_UNIFORMS
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BEGIN_MATERIAL_UNIFORMS
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#if USE_SPECULAR
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UNIFORM(float, specularPower)
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UNIFORM(vec3, specularColor)
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#endif
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#if USE_NORMAL_MAP || USE_SPECULAR_MAP || USE_PARALLAX || USE_AO
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UNIFORM(vec4, effectSettings)
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#endif
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@ -62,13 +58,13 @@ VERTEX_OUTPUT(1, vec2, v_tex);
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#if (USE_INSTANCING || USE_GPU_SKINNING) && USE_AO
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VERTEX_OUTPUT(2, vec2, v_tex2);
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#endif
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#if USE_SPECULAR || USE_NORMAL_MAP || USE_SPECULAR_MAP || USE_PARALLAX
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#if USE_NORMAL_MAP || USE_SPECULAR_MAP || USE_PARALLAX
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VERTEX_OUTPUT(3, vec4, v_normal);
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#if (USE_INSTANCING || USE_GPU_SKINNING) && (USE_NORMAL_MAP || USE_PARALLAX)
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VERTEX_OUTPUT(4, vec4, v_tangent);
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//VERTEX_OUTPUT(5, vec3, v_bitangent);
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#endif
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#if USE_SPECULAR || USE_SPECULAR_MAP
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#if USE_SPECULAR_MAP
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VERTEX_OUTPUT(6, vec3, v_half);
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#endif
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#if (USE_INSTANCING || USE_GPU_SKINNING) && USE_PARALLAX
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@ -96,7 +96,7 @@ void main()
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OUTPUT_VERTEX_POSITION(transform * position);
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#if USE_SPECULAR || USE_NORMAL_MAP || USE_SPECULAR_MAP || USE_PARALLAX
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#if USE_NORMAL_MAP || USE_SPECULAR_MAP || USE_PARALLAX
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v_normal.xyz = normal;
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#if (USE_INSTANCING || USE_GPU_SKINNING) && (USE_NORMAL_MAP || USE_PARALLAX)
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@ -107,9 +107,9 @@ void main()
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v_lighting.w = bitangent.z;
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#endif
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#if USE_SPECULAR || USE_SPECULAR_MAP || USE_PARALLAX
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#if USE_SPECULAR_MAP || USE_PARALLAX
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vec3 eyeVec = cameraPos.xyz - position.xyz;
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#if USE_SPECULAR || USE_SPECULAR_MAP
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#if USE_SPECULAR_MAP
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vec3 sunVec = -sunDir;
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v_half = normalize(sunVec + normalize(eyeVec));
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#endif
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