From ccbf8029ea6bfc5bb5d4af340bd4c2c0d58fe0ff Mon Sep 17 00:00:00 2001 From: Vitaliy Date: Sat, 19 Dec 2020 22:57:10 +0300 Subject: Cleanup shader generation code (#10663) Shader generation is a mess. This commit cleans some parts up, including dropping remains of HLSL support which was never actually implemented. --- client/shaders/nodes_shader/opengl_fragment.glsl | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'client/shaders/nodes_shader') diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl index b0f6d45d0..b5d85da64 100644 --- a/client/shaders/nodes_shader/opengl_fragment.glsl +++ b/client/shaders/nodes_shader/opengl_fragment.glsl @@ -22,7 +22,7 @@ varying vec3 eyeVec; const float fogStart = FOG_START; const float fogShadingParameter = 1.0 / ( 1.0 - fogStart); -#ifdef ENABLE_TONE_MAPPING +#if ENABLE_TONE_MAPPING /* Hable's UC2 Tone mapping parameters A = 0.22; @@ -73,7 +73,7 @@ void main(void) vec4 col = vec4(color.rgb * varColor.rgb, 1.0); -#ifdef ENABLE_TONE_MAPPING +#if ENABLE_TONE_MAPPING col = applyToneMapping(col); #endif -- cgit v1.2.3