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authorLars <larsh@apache.org>2020-10-12 13:29:31 -0700
committerlhofhansl <larsh@apache.org>2020-10-17 13:09:16 -0700
commited22260822086f84016aa8384c3174bfc6d1739d (patch)
tree0b6d04bf315b4d6c832993efeb1b58244b1bcb50 /client/shaders/object_shader/opengl_vertex.glsl
parentf43d1cfa81aa496174af6cdfa648dab9dd17288c (diff)
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Remove all bump mapping and parallax occlusion related code.
Diffstat (limited to 'client/shaders/object_shader/opengl_vertex.glsl')
-rw-r--r--client/shaders/object_shader/opengl_vertex.glsl5
1 files changed, 0 insertions, 5 deletions
diff --git a/client/shaders/object_shader/opengl_vertex.glsl b/client/shaders/object_shader/opengl_vertex.glsl
index 968a07e22..f8c1cd932 100644
--- a/client/shaders/object_shader/opengl_vertex.glsl
+++ b/client/shaders/object_shader/opengl_vertex.glsl
@@ -9,7 +9,6 @@ varying vec3 vPosition;
varying vec3 worldPosition;
varying vec3 eyeVec;
-varying vec3 lightVec;
varying float vIDiff;
const float e = 2.718281828459;
@@ -33,10 +32,6 @@ void main(void)
vPosition = gl_Position.xyz;
vNormal = gl_Normal;
worldPosition = (mWorld * gl_Vertex).xyz;
-
- vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
-
- lightVec = sunPosition - worldPosition;
eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz;
#if (MATERIAL_TYPE == TILE_MATERIAL_PLAIN) || (MATERIAL_TYPE == TILE_MATERIAL_PLAIN_ALPHA)