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Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl32
1 files changed, 0 insertions, 32 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
index 48102b4dcca..076f6e80104 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
@@ -1,40 +1,8 @@
#pragma BLENDER_REQUIRE(common_math_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
-#pragma BLENDER_REQUIRE(gpu_shader_common_obinfos_lib.glsl)
-#pragma BLENDER_REQUIRE(workbench_data_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_common_lib.glsl)
-uniform sampler2D depthBuffer;
-
-uniform sampler3D densityTexture;
-uniform sampler3D shadowTexture;
-uniform sampler3D flameTexture;
-uniform usampler3D flagTexture;
-uniform sampler1D flameColorTexture;
-uniform sampler1D transferTexture;
-uniform mat4 volumeObjectToTexture;
-
-uniform int samplesLen = 256;
-uniform float noiseOfs = 0.0;
-uniform float stepLength; /* Step length in local space. */
-uniform float densityScale; /* Simple Opacity multiplicator. */
-uniform float gridScale; /* Multiplicator for grid scaling. */
-uniform vec3 activeColor;
-
-uniform float slicePosition;
-uniform int sliceAxis; /* -1 is no slice, 0 is X, 1 is Y, 2 is Z. */
-
-uniform bool showPhi = false;
-uniform bool showFlags = false;
-uniform bool showPressure = false;
-
-#ifdef VOLUME_SLICE
-in vec3 localPos;
-#endif
-
-out vec4 fragColor;
-
float phase_function_isotropic()
{
return 1.0 / (4.0 * M_PI);