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author | hecks <42101236+hecktest@users.noreply.github.com> | 2020-09-14 19:27:25 +0200 |
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committer | GitHub <noreply@github.com> | 2020-09-14 19:27:25 +0200 |
commit | fcff9f291103411af6d8f946fbb275b6fa0583b9 (patch) | |
tree | 60e33f8decb59a4a04265a2563b5bf56a5c1aad5 /client/shaders/object_shader/opengl_fragment.glsl | |
parent | 3fb1f45301880a3aa901b752af1ecc912efe5915 (diff) | |
download | minetest-fcff9f291103411af6d8f946fbb275b6fa0583b9.tar.gz minetest-fcff9f291103411af6d8f946fbb275b6fa0583b9.tar.bz2 minetest-fcff9f291103411af6d8f946fbb275b6fa0583b9.zip |
Remove "generate normal maps" feature (#10313)
Erase all traces of normal "generation" from fragment shaders
Remove the "feature" from the engine and default config
Remove any leftover documentation of it
Diffstat (limited to 'client/shaders/object_shader/opengl_fragment.glsl')
-rw-r--r-- | client/shaders/object_shader/opengl_fragment.glsl | 31 |
1 files changed, 0 insertions, 31 deletions
diff --git a/client/shaders/object_shader/opengl_fragment.glsl b/client/shaders/object_shader/opengl_fragment.glsl index 2d33ca439..a8a43e1e2 100644 --- a/client/shaders/object_shader/opengl_fragment.glsl +++ b/client/shaders/object_shader/opengl_fragment.glsl @@ -74,20 +74,6 @@ void get_texture_flags() } } -float intensity(vec3 color) -{ - return (color.r + color.g + color.b) / 3.0; -} - -float get_rgb_height(vec2 uv) -{ - if (texSeamless) { - return intensity(texture2D(baseTexture, uv).rgb); - } else { - return intensity(texture2D(baseTexture, clamp(uv, 0.0, 0.999)).rgb); - } -} - vec4 get_normal_map(vec2 uv) { vec4 bump = texture2D(normalTexture, uv).rgba; @@ -110,23 +96,6 @@ void main(void) } #endif -#if GENERATE_NORMALMAPS == 1 - if (normalTexturePresent == false) { - float tl = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y + SAMPLE_STEP)); - float t = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y - SAMPLE_STEP)); - float tr = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y + SAMPLE_STEP)); - float r = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y)); - float br = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y - SAMPLE_STEP)); - float b = get_rgb_height(vec2(uv.x, uv.y - SAMPLE_STEP)); - float bl = get_rgb_height(vec2(uv.x -SAMPLE_STEP, uv.y - SAMPLE_STEP)); - float l = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y)); - float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl); - float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr); - bump = vec4(normalize(vec3 (dX, dY, NORMALMAPS_STRENGTH)), 1.0); - use_normalmap = true; - } -#endif - vec4 base = texture2D(baseTexture, uv).rgba; #ifdef USE_DISCARD |