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Shaders: Remove unused water surface shader
Also remove hardcoded MTGame node. The 'water surface shader' was duplicated shader code in preparation for intended new water surface shaders. For development purposes the MTGame node 'default:water_source' had it's top tile assigned to 'water surface shader'. Due to shader duplication this commit does not cause any change to shader behaviour.
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3 changed files with 1 additions and 323 deletions
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@ -670,7 +670,6 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
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}
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bool is_liquid = false;
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bool is_water_surface = false;
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u8 material_type = (alpha == 255) ?
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TILE_MATERIAL_BASIC : TILE_MATERIAL_ALPHA;
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@ -760,12 +759,9 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
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break;
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}
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if (is_liquid) {
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if (is_liquid)
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material_type = (alpha == 255) ?
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TILE_MATERIAL_LIQUID_OPAQUE : TILE_MATERIAL_LIQUID_TRANSPARENT;
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if (name == "default:water_source")
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is_water_surface = true;
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}
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// Vertex alpha is no longer supported, correct if necessary.
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correctAlpha();
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@ -776,11 +772,6 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
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material_type, drawtype);
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}
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if (is_water_surface) {
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tile_shader[0] = shdsrc->getShader("water_surface_shader",
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material_type, drawtype);
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}
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// Tiles (fill in f->tiles[])
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for (u16 j = 0; j < 6; j++) {
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fillTileAttribs(tsrc, &tiles[j].layers[0], &tdef[j], tile_shader[j],
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