Revert "Shadows"

This commit is contained in:
Tobias Dahl
2016-03-03 14:24:43 +01:00
parent 1deb506fb2
commit 73b8bff1f3
21 changed files with 9 additions and 2280 deletions
@@ -1,7 +1,5 @@
#version 430
#define MAX_SPLITS 4
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
@@ -24,7 +22,6 @@ in VertexData{
vec2 TextureCoordinate;
vec4 ExplosionColor;
float ExplosionPercentageElapsed;
vec4 PositionLightSpace[MAX_SPLITS];
}Input[];
out VertexData{
@@ -35,7 +32,6 @@ out VertexData{
vec2 TextureCoordinate;
vec4 ExplosionColor;
float ExplosionPercentageElapsed;
vec4 PositionLightSpace[MAX_SPLITS];
}Output;
layout(triangles) in;
@@ -149,7 +145,6 @@ void main()
Output.TextureCoordinate = Input[i].TextureCoordinate;
Output.Tangent = Input[i].Tangent;
Output.BiTangent = Input[i].BiTangent;
Output.PositionLightSpace = Input[i].PositionLightSpace;
// convert to model space for the gravity to always be in -y
vec4 ExplodedPositionInModelSpace = M * vec4(ExplodedPosition, 1.0);
@@ -191,7 +186,6 @@ void main()
Output.TextureCoordinate = Input[i].TextureCoordinate;
Output.Tangent = Input[i].Tangent;
Output.BiTangent = Input[i].BiTangent;
Output.PositionLightSpace = Input[i].PositionLightSpace;
// no change in position, pass through vertex
gl_Position = gl_in[i].gl_Position;