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Remove unused g_num_layers from grass shaders

This commit is contained in:
Thorsten Renk 2017-09-16 09:47:14 +03:00
parent 7df5690f08
commit affad6c43f
2 changed files with 1 additions and 3 deletions

View file

@ -32,7 +32,6 @@ uniform float osg_SimulationTime;
varying in vec2 g_rawpos; // Horizontal position in model space
varying in float g_distance_to_eye; // Distance to the camera. Layers were disregarded
flat in float g_layer; // The layer where the fragment lives (0-1 range)
flat in int g_num_layers;
float rand2D(in vec2 co);
float Noise2D(in vec2 co, in float wavelength);

View file

@ -13,7 +13,7 @@ varying in vec3 v_normal[3];
varying out vec2 g_rawpos;
varying out float g_distance_to_eye;
flat varying out float g_layer;
flat varying out int g_num_layers;
float min3(in float a, in float b, in float c)
@ -34,7 +34,6 @@ void main()
//float avgDistance = (distances[0]+distances[1]+distances[2])*0.33;
int numLayers = MIN_LAYERS + int(smoothstep(500.0, 50.0, minDistance) * float(MAX_MINUS_MIN_LAYERS));
g_num_layers = numLayers;
float deltaLayer = 1.0 / float(numLayers);
float currDeltaLayer = deltaLayer * 0.5;