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Diffstat (limited to 'source/blender/gpu/intern/gpu_material.c')
-rw-r--r--source/blender/gpu/intern/gpu_material.c27
1 files changed, 1 insertions, 26 deletions
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 587e6340450..f203ff1be4f 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -116,11 +116,6 @@ struct GPUMaterial {
int obcolloc, obautobumpscaleloc;
int cameratexcofacloc;
- int partscalarpropsloc;
- int partcoloc;
- int partvel;
- int partangvel;
-
ListBase lamps;
bool bound;
@@ -256,14 +251,6 @@ static int GPU_material_construct_end(GPUMaterial *material, const char *passnam
material->obautobumpscaleloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_AUTO_BUMPSCALE));
if (material->builtins & GPU_CAMERA_TEXCO_FACTORS)
material->cameratexcofacloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_CAMERA_TEXCO_FACTORS));
- if (material->builtins & GPU_PARTICLE_SCALAR_PROPS)
- material->partscalarpropsloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_PARTICLE_SCALAR_PROPS));
- if (material->builtins & GPU_PARTICLE_LOCATION)
- material->partcoloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_PARTICLE_LOCATION));
- if (material->builtins & GPU_PARTICLE_VELOCITY)
- material->partvel = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_PARTICLE_VELOCITY));
- if (material->builtins & GPU_PARTICLE_ANG_VELOCITY)
- material->partangvel = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_PARTICLE_ANG_VELOCITY));
return 1;
}
@@ -393,7 +380,7 @@ void GPU_material_bind(
void GPU_material_bind_uniforms(
GPUMaterial *material, float obmat[4][4], float viewmat[4][4], float obcol[4],
- float autobumpscale, GPUParticleInfo *pi)
+ float autobumpscale)
{
if (material->pass) {
GPUShader *shader = GPU_pass_shader(material->pass);
@@ -430,18 +417,6 @@ void GPU_material_bind_uniforms(
if (material->builtins & GPU_AUTO_BUMPSCALE) {
GPU_shader_uniform_vector(shader, material->obautobumpscaleloc, 1, 1, &autobumpscale);
}
- if (material->builtins & GPU_PARTICLE_SCALAR_PROPS) {
- GPU_shader_uniform_vector(shader, material->partscalarpropsloc, 4, 1, pi->scalprops);
- }
- if (material->builtins & GPU_PARTICLE_LOCATION) {
- GPU_shader_uniform_vector(shader, material->partcoloc, 3, 1, pi->location);
- }
- if (material->builtins & GPU_PARTICLE_VELOCITY) {
- GPU_shader_uniform_vector(shader, material->partvel, 3, 1, pi->velocity);
- }
- if (material->builtins & GPU_PARTICLE_ANG_VELOCITY) {
- GPU_shader_uniform_vector(shader, material->partangvel, 3, 1, pi->angular_velocity);
- }
}
}