diff options
Diffstat (limited to 'source/blender/draw/engines/clay/shaders')
-rw-r--r-- | source/blender/draw/engines/clay/shaders/clay_frag.glsl | 14 | ||||
-rw-r--r-- | source/blender/draw/engines/clay/shaders/clay_vert.glsl | 8 |
2 files changed, 0 insertions, 22 deletions
diff --git a/source/blender/draw/engines/clay/shaders/clay_frag.glsl b/source/blender/draw/engines/clay/shaders/clay_frag.glsl index 7a38db35bcf..35d803dc9ef 100644 --- a/source/blender/draw/engines/clay/shaders/clay_frag.glsl +++ b/source/blender/draw/engines/clay/shaders/clay_frag.glsl @@ -62,13 +62,6 @@ vec3 get_view_space_from_depth(in vec2 uvcoords, in float depth) } } -/* TODO remove this when switching to geometric normals */ -vec3 calculate_view_space_normal(in vec3 viewposition) -{ - vec3 normal = cross(normalize(dFdx(viewposition)), dfdy_sign * normalize(dFdy(viewposition))); - return normalize(normal); -} - #ifdef USE_HSV void rgb_to_hsv(vec3 rgb, out vec3 outcol) { @@ -168,13 +161,6 @@ void main() { float depth = texture(depthtex, screenco).r; vec3 position = get_view_space_from_depth(screenco, depth); - vec3 normal = calculate_view_space_normal(position); - - /* Manual Depth test */ - /* Doing this test earlier gives problem with dfdx calculations - * TODO move this before when we have proper geometric normals */ - if (gl_FragCoord.z > depth + 1e-5) - discard; #ifdef USE_ROTATION /* Rotate texture coordinates */ diff --git a/source/blender/draw/engines/clay/shaders/clay_vert.glsl b/source/blender/draw/engines/clay/shaders/clay_vert.glsl index 0b598ea0291..557445d5ef9 100644 --- a/source/blender/draw/engines/clay/shaders/clay_vert.glsl +++ b/source/blender/draw/engines/clay/shaders/clay_vert.glsl @@ -1,20 +1,12 @@ uniform mat4 ModelViewProjectionMatrix; uniform mat3 NormalMatrix; -#if __VERSION__ == 120 -attribute vec3 pos; -attribute vec3 nor; -varying vec3 normal; -#else in vec3 pos; in vec3 nor; out vec3 normal; -#endif - void main() { normal = normalize(NormalMatrix * nor); gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0); } - |