From affad6c43f007c932f20f8eab144aba30d0b3e25 Mon Sep 17 00:00:00 2001 From: Thorsten Renk <thorsten@science-and-fiction.org> Date: Sat, 16 Sep 2017 09:47:14 +0300 Subject: [PATCH] Remove unused g_num_layers from grass shaders --- Shaders/grass-ALS.frag | 1 - Shaders/grass-ALS.geom | 3 +-- 2 files changed, 1 insertion(+), 3 deletions(-) diff --git a/Shaders/grass-ALS.frag b/Shaders/grass-ALS.frag index 2fcf2d9b8..119492d4a 100755 --- a/Shaders/grass-ALS.frag +++ b/Shaders/grass-ALS.frag @@ -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); diff --git a/Shaders/grass-ALS.geom b/Shaders/grass-ALS.geom index 236e0cef9..cebde3705 100755 --- a/Shaders/grass-ALS.geom +++ b/Shaders/grass-ALS.geom @@ -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;