OpenGL2: Remove per fragment tangent space calculation code.

This commit is contained in:
SmileTheory 2016-09-14 03:57:51 -07:00
parent 4faf1008a0
commit 8749d62bbd
13 changed files with 5 additions and 130 deletions

View file

@ -1061,10 +1061,7 @@ void GLSL_InitGPUShaders(void)
{
Q_strcat(extradefines, 1024, "#define USE_NORMALMAP\n");
#ifdef USE_VERT_TANGENT_SPACE
Q_strcat(extradefines, 1024, "#define USE_VERT_TANGENT_SPACE\n");
attribs |= ATTR_TANGENT;
#endif
if ((i & LIGHTDEF_USE_PARALLAXMAP) && !(i & LIGHTDEF_ENTITY) && r_parallaxMapping->integer)
{
@ -1119,12 +1116,10 @@ void GLSL_InitGPUShaders(void)
Q_strcat(extradefines, 1024, "#define USE_VERTEX_ANIMATION\n#define USE_MODELMATRIX\n");
attribs |= ATTR_POSITION2 | ATTR_NORMAL2;
#ifdef USE_VERT_TANGENT_SPACE
if (r_normalMapping->integer)
{
attribs |= ATTR_TANGENT2;
}
#endif
}
if (!GLSL_InitGPUShader(&tr.lightallShader[i], "lightall", attribs, qtrue, extradefines, qtrue, fallbackShader_lightall_vp, fallbackShader_lightall_fp))