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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.
This commit is contained in:
paramat 2017-05-05 02:12:47 +01:00
parent c1b3ed4180
commit 3342dcc4bc
3 changed files with 1 additions and 323 deletions

View file

@ -670,7 +670,6 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
}
bool is_liquid = false;
bool is_water_surface = false;
u8 material_type = (alpha == 255) ?
TILE_MATERIAL_BASIC : TILE_MATERIAL_ALPHA;
@ -760,12 +759,9 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
break;
}
if (is_liquid) {
if (is_liquid)
material_type = (alpha == 255) ?
TILE_MATERIAL_LIQUID_OPAQUE : TILE_MATERIAL_LIQUID_TRANSPARENT;
if (name == "default:water_source")
is_water_surface = true;
}
// Vertex alpha is no longer supported, correct if necessary.
correctAlpha();
@ -776,11 +772,6 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
material_type, drawtype);
}
if (is_water_surface) {
tile_shader[0] = shdsrc->getShader("water_surface_shader",
material_type, drawtype);
}
// Tiles (fill in f->tiles[])
for (u16 j = 0; j < 6; j++) {
fillTileAttribs(tsrc, &tiles[j].layers[0], &tdef[j], tile_shader[j],