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authorClément Foucault <foucault.clem@gmail.com>2017-09-01 16:59:01 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-09-10 04:09:45 +0300
commit8b7a83a868c03f3d721eb83498923673c2addb27 (patch)
treeb51d9a4310e4521cc484b650804fe07e69a9a7f2 /source/blender/draw/engines/eevee/shaders/prepass_frag.glsl
parent5b026486e4f2a36bf4c988593ebecb135a2ccf84 (diff)
Eevee: Refactor Shadow System
- Use only one 2d texture array to store all shadowmaps. - Allow to change shadow maps resolution. - Do not output radial distance when rendering shadowmaps. This will allow fast rendering of shadowmaps when we will drop the use of geometry shaders.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/prepass_frag.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/prepass_frag.glsl9
1 files changed, 0 insertions, 9 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/prepass_frag.glsl b/source/blender/draw/engines/eevee/shaders/prepass_frag.glsl
index cf59b29548a..f921d56e3bc 100644
--- a/source/blender/draw/engines/eevee/shaders/prepass_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/prepass_frag.glsl
@@ -62,10 +62,6 @@ float hashed_alpha_threshold(vec3 co)
uniform float alphaThreshold;
#endif
-#ifdef SHADOW_SHADER
-out vec4 FragColor;
-#endif
-
void main()
{
/* For now do nothing.
@@ -86,9 +82,4 @@ void main()
discard;
#endif
#endif
-
-#ifdef SHADOW_SHADER
- float dist = distance(lampPosition.xyz, worldPosition.xyz);
- FragColor = vec4(dist, 0.0, 0.0, 1.0);
-#endif
}