HPL1: remove unused vColor shader input/output

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grisenti 2022-09-12 15:03:17 +02:00 committed by Eugene Sandulenko
parent 18d97d1053
commit 5e300864a3
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GPG Key ID: 014D387312D34F08
8 changed files with 0 additions and 12 deletions

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@ -1,6 +1,5 @@
//FallBack01_Bump_Light.fragment
in vec4 vColor;
in vec3 vLightDir;
in vec3 vUv;
in vec3 vLightPos;

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@ -9,7 +9,6 @@
/// BLOOOM FRAGMENT PROGRAM /////////////////
///////////////////////////////////////////////////////
in vec4 vColor;
in vec2 vUv0;
in vec2 vUv1;

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@ -14,7 +14,6 @@ vec3 color = gl_Color.xyz;
vec2 uv0 = gl_MultiTexCoord0.xy;
vec2 uv1 = gl_MultiTexCoord1.xy;
out vec3 vColor;
out vec2 vUv0;
out vec2 vUv1;
@ -23,7 +22,6 @@ uniform mat4 worldViewProj;
void main()
{
gl_Position = (worldViewProj * position);
vColor = clamp(color, vec3(0.0), vec3(1.0));
vUv0 = uv0;
vUv1 = uv1;

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@ -13,7 +13,6 @@ vec4 position = gl_Vertex;
vec3 color = gl_Color.xyz;
vec2 uv = gl_MultiTexCoord0.xy;
out vec3 vColor;
out vec2 vUv0;
out vec2 vUv1;
out vec2 vUv2;
@ -27,7 +26,6 @@ uniform float amount;
void main()
{
gl_Position = (worldViewProj * position);
vColor = clamp(color, vec3(0.0), vec3(1.0));
vUv0 = uv + vec2(xOffset, yOffset) * amount;
vUv1 = uv + vec2(xOffset, yOffset) * 2.0 * amount;
vUv2 = uv - vec2(xOffset, yOffset) * amount;

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@ -9,7 +9,6 @@
/// DIFFUSE LIGHTING FRAGMENT PROGRAM /////////////////
///////////////////////////////////////////////////////
in vec4 vColor;
in vec2 vUv0;
in vec2 vUv1;
in vec2 vUv2;

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@ -9,7 +9,6 @@
/// DIFFUSE LIGHTING FRAGMENT PROGRAM /////////////////
///////////////////////////////////////////////////////
in vec4 vColor;
in vec2 vUv0;
in vec2 vUv1;
in vec2 vUv2;

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@ -9,7 +9,6 @@
/// DIFFUSE LIGHTING FRAGMENT PROGRAM /////////////////
///////////////////////////////////////////////////////
in vec4 vColor;
in vec2 vUv0;
in vec2 vUv1;
in vec2 vUv2;

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@ -13,7 +13,6 @@ vec4 position = gl_Vertex;
vec3 normal = gl_Normal;
vec3 color = gl_Color.xyz;
out vec3 vColor;
out vec4 vVtxPos;
out vec4 vPrevVtxPos;
@ -46,6 +45,4 @@ void main()
vVtxPos = pos;
vPrevVtxPos = prevPos;
vColor = vec3(0.5);
}