OpenGL2: Remove per fragment tangent space calculation code.
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4faf1008a0
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8749d62bbd
13 changed files with 5 additions and 130 deletions
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@ -1061,10 +1061,7 @@ void GLSL_InitGPUShaders(void)
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{
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Q_strcat(extradefines, 1024, "#define USE_NORMALMAP\n");
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#ifdef USE_VERT_TANGENT_SPACE
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Q_strcat(extradefines, 1024, "#define USE_VERT_TANGENT_SPACE\n");
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attribs |= ATTR_TANGENT;
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#endif
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if ((i & LIGHTDEF_USE_PARALLAXMAP) && !(i & LIGHTDEF_ENTITY) && r_parallaxMapping->integer)
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{
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@ -1119,12 +1116,10 @@ void GLSL_InitGPUShaders(void)
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Q_strcat(extradefines, 1024, "#define USE_VERTEX_ANIMATION\n#define USE_MODELMATRIX\n");
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attribs |= ATTR_POSITION2 | ATTR_NORMAL2;
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#ifdef USE_VERT_TANGENT_SPACE
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if (r_normalMapping->integer)
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{
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attribs |= ATTR_TANGENT2;
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}
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#endif
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}
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if (!GLSL_InitGPUShader(&tr.lightallShader[i], "lightall", attribs, qtrue, extradefines, qtrue, fallbackShader_lightall_vp, fallbackShader_lightall_fp))
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