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author | numzero <numzer0@yandex.ru> | 2023-04-02 21:24:36 +0300 |
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committer | sfan5 <sfan5@live.de> | 2023-04-07 17:42:54 +0200 |
commit | 462657960d9a71de142937cb29e30917d57845af (patch) | |
tree | bbde64ed580b84c2f2a685ddbc2b7954fa5212b2 /media/Shaders/TransparentAlphaChannelRef.fsh | |
parent | 6a152e86298502e587da4744c9f5bfab1d0ddf81 (diff) | |
download | irrlicht-462657960d9a71de142937cb29e30917d57845af.tar.xz |
OpenGL3: Drop always-zero vSpecularColor from the shaders
Diffstat (limited to 'media/Shaders/TransparentAlphaChannelRef.fsh')
-rw-r--r-- | media/Shaders/TransparentAlphaChannelRef.fsh | 3 |
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(); |