Remove pointless optimization
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184d1a1e39
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7b483c197c
4 changed files with 8 additions and 74 deletions
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@ -39,7 +39,6 @@ float shadowTransparency(float startingDistance, float lightCenterDistance, vec2
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uniform vec2 circleLightCenters[CIRCLE_LIGHT_COUNT];
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uniform float circleLightIntensities[CIRCLE_LIGHT_COUNT];
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uniform vec3 circleLightColors[CIRCLE_LIGHT_COUNT];
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varying vec2 circleLightDirections[CIRCLE_LIGHT_COUNT];
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#endif
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#endif
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@ -49,7 +48,6 @@ float shadowTransparency(float startingDistance, float lightCenterDistance, vec2
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uniform float flashlightIntensities[FLASHLIGHT_COUNT];
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uniform vec3 flashlightColors[FLASHLIGHT_COUNT];
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uniform vec2 flashlightDirections[FLASHLIGHT_COUNT];
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varying vec2 flashlightActualDirections[FLASHLIGHT_COUNT];
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float intensityInDirection(vec2 lightDirection, vec2 targetDirection) {
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return smoothstep(
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@ -79,7 +77,7 @@ void main() {
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lightCenterDistance / circleLightIntensities[i] + 1.0, 2.0
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);
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vec2 direction = normalize(circleLightDirections[i]) / squareToAspectRatioTimes2;
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vec2 direction = normalize(circleLightCenters[i] - position) / squareToAspectRatioTimes2;
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lighting += lightColorAtPosition * shadowTransparency(
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startingDistance,
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lightCenterDistance,
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@ -94,7 +92,7 @@ void main() {
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#ifdef FLASHLIGHT_COUNT
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#if FLASHLIGHT_COUNT > 0
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for (int i = 0; i < FLASHLIGHT_COUNT; i++) {
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vec2 originalDirection = normalize(flashlightActualDirections[i]);
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vec2 originalDirection = normalize(flashlightCenters[i] - position);
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float lightCenterDistance = distance(flashlightCenters[i], position);
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