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Remove redundant stuff and other small fixes

This commit is contained in:
Gefüllte Taubenbrust 2024-12-02 18:00:59 +01:00
parent 1fa9731172
commit 45289b6919
6 changed files with 21 additions and 50 deletions

View file

@ -373,10 +373,6 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
CachedPixelShaderSetting<float, 3> m_camera_offset_pixel{ "cameraOffset" };
CachedVertexShaderSetting<float, 3> m_camera_position_vertex{"cameraPosition"};
CachedPixelShaderSetting<float, 3> m_camera_position_pixel{"cameraPosition"};
CachedVertexShaderSetting<float, 16> m_camera_projinv_vertex{"mCameraProjInv"};
CachedPixelShaderSetting<float, 16> m_camera_projinv_pixel{"mCameraProjInv"};
CachedVertexShaderSetting<float, 16> m_camera_view_vertex{"mCameraView"};
CachedPixelShaderSetting<float, 16> m_camera_view_pixel{"mCameraView"};
CachedPixelShaderSetting<SamplerLayer_t> m_texture0{"texture0"};
CachedPixelShaderSetting<SamplerLayer_t> m_texture1{"texture1"};
CachedPixelShaderSetting<SamplerLayer_t> m_texture2{"texture2"};
@ -418,8 +414,6 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
CachedPixelShaderSetting<float> m_vignette_dark_pixel{"vignette_dark"};
CachedPixelShaderSetting<float> m_vignette_bright_pixel{"vignette_bright"};
CachedPixelShaderSetting<float> m_vignette_power_pixel{"vignette_power"};
CachedPixelShaderSetting<float> m_fov_pixel{"fov"};
CachedPixelShaderSetting<float, 2> m_window_size_pixel{"windowSize"};
static constexpr std::array<const char*, 1> SETTING_CALLBACKS = {
"exposure_compensation",
@ -488,22 +482,6 @@ public:
m_camera_position_vertex.set(camera_position, services);
m_camera_position_pixel.set(camera_position, services);
core::matrix4 camera_proj = m_client->getCamera()->getCameraNode()->getProjectionMatrix();
core::matrix4 camera_projinv;
camera_proj.getInverse(camera_projinv);
m_camera_projinv_vertex.set(camera_projinv, services);
m_camera_projinv_pixel.set(camera_projinv, services);
core::matrix4 camera_view = m_client->getCamera()->getCameraNode()->getViewMatrix();
m_camera_view_vertex.set(camera_view, services);
m_camera_view_pixel.set(camera_view, services);
float fov = m_client->getCamera()->getFovMax();
m_fov_pixel.set(&fov, services);
v2u32 window_size_int = RenderingEngine::getWindowSize();
core::vector2df window_size = core::vector2df(window_size_int.X, window_size_int.Y);
m_window_size_pixel.set(window_size, services);
SamplerLayer_t tex_id;
tex_id = 0;
m_texture0.set(&tex_id, services);