OpenGL2: remove lightmap support from generic glsl shader.

This path was barely used and doing this compiles fewer shaders.
This commit is contained in:
SmileTheory 2014-11-10 21:59:37 -08:00
parent 1d016e6ff5
commit b1821e303d
6 changed files with 3 additions and 238 deletions

View file

@ -90,7 +90,6 @@ static uniformInfo_t uniformsInfo[] =
{ "u_DiffuseTexMatrix", GLSL_VEC4 },
{ "u_DiffuseTexOffTurb", GLSL_VEC4 },
{ "u_Texture1Env", GLSL_INT },
{ "u_TCGen0", GLSL_INT },
{ "u_TCGen0Vector0", GLSL_VEC3 },
@ -919,12 +918,6 @@ void GLSL_InitGPUShaders(void)
if (i & GENERICDEF_USE_RGBAGEN)
Q_strcat(extradefines, 1024, "#define USE_RGBAGEN\n");
if (i & GENERICDEF_USE_LIGHTMAP)
Q_strcat(extradefines, 1024, "#define USE_LIGHTMAP\n");
if (r_hdr->integer && !glRefConfig.floatLightmap)
Q_strcat(extradefines, 1024, "#define RGBM_LIGHTMAP\n");
if (!GLSL_InitGPUShader(&tr.genericShader[i], "generic", attribs, qtrue, extradefines, qtrue, fallbackShader_generic_vp, fallbackShader_generic_fp))
{
ri.Error(ERR_FATAL, "Could not load generic shader!");
@ -1495,11 +1488,6 @@ shaderProgram_t *GLSL_GetGenericShaderProgram(int stage)
shaderAttribs |= GENERICDEF_USE_FOG;
}
if (pStage->bundle[1].image[0] && tess.shader->multitextureEnv)
{
shaderAttribs |= GENERICDEF_USE_LIGHTMAP;
}
switch (pStage->rgbGen)
{
case CGEN_LIGHTING_DIFFUSE: