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authornumzero <numzer0@yandex.ru>2023-04-02 21:24:36 +0300
committersfan5 <sfan5@live.de>2023-04-07 17:42:54 +0200
commit462657960d9a71de142937cb29e30917d57845af (patch)
treebbde64ed580b84c2f2a685ddbc2b7954fa5212b2 /media/Shaders/TransparentAlphaChannelRef.fsh
parent6a152e86298502e587da4744c9f5bfab1d0ddf81 (diff)
downloadirrlicht-462657960d9a71de142937cb29e30917d57845af.tar.xz
OpenGL3: Drop always-zero vSpecularColor from the shaders
Diffstat (limited to 'media/Shaders/TransparentAlphaChannelRef.fsh')
-rw-r--r--media/Shaders/TransparentAlphaChannelRef.fsh3
1 files changed, 0 insertions, 3 deletions
diff --git a/media/Shaders/TransparentAlphaChannelRef.fsh b/media/Shaders/TransparentAlphaChannelRef.fsh
index fab4eee..ac762f0 100644
--- a/media/Shaders/TransparentAlphaChannelRef.fsh
+++ b/media/Shaders/TransparentAlphaChannelRef.fsh
@@ -18,7 +18,6 @@ uniform float uFogDensity;
varying vec2 vTextureCoord0;
varying vec4 vVertexColor;
-varying vec4 vSpecularColor;
varying float vFogCoord;
float computeFog()
@@ -55,8 +54,6 @@ void main()
if (Color.a < uAlphaRef)
discard;
- Color += vSpecularColor;
-
if (bool(uFogEnable))
{
float FogFactor = computeFog();