Clean up outdated USE_LIGHT_SHADER_CODE usage

This commit is contained in:
jsjtxietian 2024-01-23 12:47:58 +08:00
parent 6fea273ed3
commit 2004ad1ac5
5 changed files with 2 additions and 13 deletions

View file

@ -936,7 +936,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, bool is_di
#endif
inout vec3 diffuse_light, inout vec3 specular_light) {
#if defined(USE_LIGHT_SHADER_CODE)
#if defined(LIGHT_CODE_USED)
// light is written by the light shader
highp mat4 model_matrix = world_transform;
@ -1072,7 +1072,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, bool is_di
alpha = min(alpha, clamp(1.0 - attenuation, 0.0, 1.0));
#endif
#endif // USE_LIGHT_SHADER_CODE
#endif // LIGHT_CODE_USED
}
float get_omni_spot_attenuation(float distance, float inv_range, float decay) {

View file

@ -1178,7 +1178,6 @@ MaterialStorage::MaterialStorage() {
actions.usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";
actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
actions.usage_defines["LIGHT"] = "#define LIGHT_SHADER_CODE_USED\n";
actions.usage_defines["SPECULAR_SHININESS"] = "#define SPECULAR_SHININESS_USED\n";
actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
@ -1326,9 +1325,6 @@ MaterialStorage::MaterialStorage() {
actions.usage_defines["BACKLIGHT"] = "#define LIGHT_BACKLIGHT_USED\n";
actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
actions.usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
actions.usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
actions.usage_defines["FOG"] = "#define CUSTOM_FOG_USED\n";
actions.usage_defines["RADIANCE"] = "#define CUSTOM_RADIANCE_USED\n";
actions.usage_defines["IRRADIANCE"] = "#define CUSTOM_IRRADIANCE_USED\n";

View file

@ -680,9 +680,6 @@ void SceneShaderForwardClustered::init(const String p_defines) {
actions.usage_defines["BACKLIGHT"] = "#define LIGHT_BACKLIGHT_USED\n";
actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
actions.usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
actions.usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
actions.usage_defines["FOG"] = "#define CUSTOM_FOG_USED\n";
actions.usage_defines["RADIANCE"] = "#define CUSTOM_RADIANCE_USED\n";
actions.usage_defines["IRRADIANCE"] = "#define CUSTOM_IRRADIANCE_USED\n";

View file

@ -584,9 +584,6 @@ void SceneShaderForwardMobile::init(const String p_defines) {
actions.usage_defines["BACKLIGHT"] = "#define LIGHT_BACKLIGHT_USED\n";
actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
actions.usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
actions.usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
actions.usage_defines["FOG"] = "#define CUSTOM_FOG_USED\n";
actions.usage_defines["RADIANCE"] = "#define CUSTOM_RADIANCE_USED\n";
actions.usage_defines["IRRADIANCE"] = "#define CUSTOM_IRRADIANCE_USED\n";

View file

@ -2579,7 +2579,6 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() {
actions.usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";
actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
actions.usage_defines["LIGHT"] = "#define LIGHT_SHADER_CODE_USED\n";
actions.usage_defines["SPECULAR_SHININESS"] = "#define SPECULAR_SHININESS_USED\n";
actions.usage_defines["POINT_SIZE"] = "#define USE_POINT_SIZE\n";