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author | paramat <mat.gregory@virginmedia.com> | 2017-05-05 02:12:47 +0100 |
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committer | paramat <mat.gregory@virginmedia.com> | 2017-05-08 05:58:59 +0100 |
commit | 3342dcc4bc6ee573ab0ce7ecff966faf60e09d56 (patch) | |
tree | d5453355dcd7b57e60e80d339bbc36991be8e88e /src | |
parent | c1b3ed4180dea16e2fa77663a7d2bf155595dd60 (diff) | |
download | minetest-3342dcc4bc6ee573ab0ce7ecff966faf60e09d56.tar.gz minetest-3342dcc4bc6ee573ab0ce7ecff966faf60e09d56.tar.bz2 minetest-3342dcc4bc6ee573ab0ce7ecff966faf60e09d56.zip |
Shaders: Remove unused water surface shader
Also remove hardcoded MTGame node.
The 'water surface shader' was duplicated shader code in preparation for
intended new water surface shaders. For development purposes the MTGame node
'default:water_source' had it's top tile assigned to 'water surface shader'.
Due to shader duplication this commit does not cause any change to shader
behaviour.
Diffstat (limited to 'src')
-rw-r--r-- | src/nodedef.cpp | 11 |
1 files changed, 1 insertions, 10 deletions
diff --git a/src/nodedef.cpp b/src/nodedef.cpp index 1bc483077..966275076 100644 --- a/src/nodedef.cpp +++ b/src/nodedef.cpp @@ -670,7 +670,6 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc } bool is_liquid = false; - bool is_water_surface = false; u8 material_type = (alpha == 255) ? TILE_MATERIAL_BASIC : TILE_MATERIAL_ALPHA; @@ -760,12 +759,9 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc break; } - if (is_liquid) { + if (is_liquid) material_type = (alpha == 255) ? TILE_MATERIAL_LIQUID_OPAQUE : TILE_MATERIAL_LIQUID_TRANSPARENT; - if (name == "default:water_source") - is_water_surface = true; - } // Vertex alpha is no longer supported, correct if necessary. correctAlpha(); @@ -776,11 +772,6 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc material_type, drawtype); } - if (is_water_surface) { - tile_shader[0] = shdsrc->getShader("water_surface_shader", - material_type, drawtype); - } - // Tiles (fill in f->tiles[]) for (u16 j = 0; j < 6; j++) { fillTileAttribs(tsrc, &tiles[j].layers[0], &tdef[j], tile_shader[j], |