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Remove unused structures from lighting fragment shaders (#3497)

pull/3501/head
Jeffery Myers 1 jaar geleden
committed by GitHub
bovenliggende
commit
38205d67da
Geen bekende sleutel gevonden voor deze handtekening in de database GPG sleutel-ID: 4AEE18F83AFDEB23
3 gewijzigde bestanden met toevoegingen van 0 en 18 verwijderingen
  1. +0
    -6
      examples/shaders/resources/shaders/glsl100/lighting.fs
  2. +0
    -6
      examples/shaders/resources/shaders/glsl120/lighting.fs
  3. +0
    -6
      examples/shaders/resources/shaders/glsl330/lighting.fs

+ 0
- 6
examples/shaders/resources/shaders/glsl100/lighting.fs Bestand weergeven

@ -18,12 +18,6 @@ uniform vec4 colDiffuse;
#define LIGHT_DIRECTIONAL 0
#define LIGHT_POINT 1
struct MaterialProperty {
vec3 color;
int useSampler;
sampler2D sampler;
};
struct Light {
int enabled;
int type;

+ 0
- 6
examples/shaders/resources/shaders/glsl120/lighting.fs Bestand weergeven

@ -16,12 +16,6 @@ uniform vec4 colDiffuse;
#define LIGHT_DIRECTIONAL 0
#define LIGHT_POINT 1
struct MaterialProperty {
vec3 color;
int useSampler;
sampler2D sampler;
};
struct Light {
int enabled;
int type;

+ 0
- 6
examples/shaders/resources/shaders/glsl330/lighting.fs Bestand weergeven

@ -19,12 +19,6 @@ out vec4 finalColor;
#define LIGHT_DIRECTIONAL 0
#define LIGHT_POINT 1
struct MaterialProperty {
vec3 color;
int useSampler;
sampler2D sampler;
};
struct Light {
int enabled;
int type;

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