Remove unused g_num_layers from grass shaders
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7df5690f08
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2 changed files with 1 additions and 3 deletions
Shaders
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@ -32,7 +32,6 @@ uniform float osg_SimulationTime;
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varying in vec2 g_rawpos; // Horizontal position in model space
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varying in vec2 g_rawpos; // Horizontal position in model space
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varying in float g_distance_to_eye; // Distance to the camera. Layers were disregarded
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varying in float g_distance_to_eye; // Distance to the camera. Layers were disregarded
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flat in float g_layer; // The layer where the fragment lives (0-1 range)
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flat in float g_layer; // The layer where the fragment lives (0-1 range)
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flat in int g_num_layers;
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float rand2D(in vec2 co);
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float rand2D(in vec2 co);
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float Noise2D(in vec2 co, in float wavelength);
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float Noise2D(in vec2 co, in float wavelength);
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@ -13,7 +13,7 @@ varying in vec3 v_normal[3];
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varying out vec2 g_rawpos;
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varying out vec2 g_rawpos;
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varying out float g_distance_to_eye;
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varying out float g_distance_to_eye;
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flat varying out float g_layer;
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flat varying out float g_layer;
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flat varying out int g_num_layers;
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float min3(in float a, in float b, in float c)
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float min3(in float a, in float b, in float c)
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@ -34,7 +34,6 @@ void main()
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//float avgDistance = (distances[0]+distances[1]+distances[2])*0.33;
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//float avgDistance = (distances[0]+distances[1]+distances[2])*0.33;
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int numLayers = MIN_LAYERS + int(smoothstep(500.0, 50.0, minDistance) * float(MAX_MINUS_MIN_LAYERS));
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int numLayers = MIN_LAYERS + int(smoothstep(500.0, 50.0, minDistance) * float(MAX_MINUS_MIN_LAYERS));
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g_num_layers = numLayers;
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float deltaLayer = 1.0 / float(numLayers);
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float deltaLayer = 1.0 / float(numLayers);
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float currDeltaLayer = deltaLayer * 0.5;
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float currDeltaLayer = deltaLayer * 0.5;
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