From ec6efada0037f965d7a42120429d14717f81e2b1 Mon Sep 17 00:00:00 2001 From: ywmaa Date: Wed, 3 Jan 2024 17:45:36 +0200 Subject: [PATCH] Cleanup not needed code --- drivers/gles3/shaders/scene.glsl | 34 ------------- .../scene_forward_clustered.glsl | 51 ------------------- .../forward_mobile/scene_forward_mobile.glsl | 51 ------------------- 3 files changed, 136 deletions(-) diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index d4765361d7c2..fd98fc53b4bf 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -344,37 +344,6 @@ void main() { highp mat4 model_matrix = world_transform; -#ifdef USE_VERTEX_LIGHTING - //lay out everything, whatever is unused is optimized away anyway - vec3 albedo = vec3(1.0); - vec3 backlight = vec3(0.0); - vec4 transmittance_color = vec4(0.0, 0.0, 0.0, 1.0); - float transmittance_depth = 0.0; - float transmittance_boost = 0.0; - float metallic = 0.0; - float specular = 0.5; - vec3 emission = vec3(0.0); - float rim = 0.0; - float rim_tint = 0.0; - float clearcoat = 0.0; - float clearcoat_roughness = 0.0; - float anisotropy = 0.0; - vec2 anisotropy_flow = vec2(1.0, 0.0); -#ifndef FOG_DISABLED - vec4 fog = vec4(0.0); -#endif // !FOG_DISABLED -#if defined(CUSTOM_RADIANCE_USED) - vec4 custom_radiance = vec4(0.0); -#endif -#if defined(CUSTOM_IRRADIANCE_USED) - vec4 custom_irradiance = vec4(0.0); -#endif - - float ao = 1.0; - float ao_light_affect = 0.0; - - float alpha = 1.0; -#endif // USE_VERTEX_LIGHTING #ifdef USE_INSTANCING highp mat4 m = mat4(instance_xform0, instance_xform1, instance_xform2, vec4(0.0, 0.0, 0.0, 1.0)); @@ -1635,9 +1604,6 @@ void main() { diffuse_light, specular_light); } #endif // !DISABLE_LIGHT_SPOT -#else // Pass Vertex Lighting data to fragment colors - diffuse_light *= mix(vec3(1.0), vec3(1.0), diffuse_light_interp.a); - specular_light *= mix(vec3(1.0), vec3(1.0), specular_light_interp.a); #endif // !USE_VERTEX_LIGHTING #endif // BASE_PASS #endif // !MODE_UNSHADED diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl index dace3daadb69..708d93c8afca 100644 --- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl @@ -523,37 +523,6 @@ void vertex_shader(vec3 vertex_input, #ifdef MOTION_VECTORS screen_pos = gl_Position; #endif -#ifdef USE_VERTEX_LIGHTING - //lay out everything, whatever is unused is optimized away anyway - vec3 albedo = vec3(1.0); - vec3 backlight = vec3(0.0); - vec4 transmittance_color = vec4(0.0); - float transmittance_depth = 0.0; - float transmittance_boost = 0.0; - float metallic = 0.0; - float specular = 0.5; - vec3 emission = vec3(0.0); - float rim = 0.0; - float rim_tint = 0.0; - float clearcoat = 0.0; - float clearcoat_roughness = 0.0; - float anisotropy = 0.0; - vec2 anisotropy_flow = vec2(1.0, 0.0); -#ifndef FOG_DISABLED - vec4 fog = vec4(0.0); -#endif // !FOG_DISABLED -#if defined(CUSTOM_RADIANCE_USED) - vec4 custom_radiance = vec4(0.0); -#endif -#if defined(CUSTOM_IRRADIANCE_USED) - vec4 custom_irradiance = vec4(0.0); -#endif - - float ao = 1.0; - float ao_light_affect = 0.0; - - float alpha = 1.0; -#endif // USE_VERTEX_LIGHTING // VERTEX LIGHTING #if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) && defined(USE_VERTEX_LIGHTING) diffuse_light_interp = vec4(0.0); @@ -577,26 +546,6 @@ void vertex_shader(vec3 vertex_input, //this saves some VGPRs vec3 f0 = F0(metallic, specular, albedo); - { -#if defined(DIFFUSE_TOON) - //simplify for toon, as - specular_light_interp.rgb *= specular * metallic * albedo * 2.0; -#else - - // scales the specular reflections, needs to be computed before lighting happens, - // but after environment, GI, and reflection probes are added - // Environment brdf approximation (Lazarov 2013) - // see https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile - const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022); - const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04); - vec4 r = roughness * c0 + c1; - float ndotv = clamp(dot(normal, view), 0.0, 1.0); - float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y; - vec2 env = vec2(-1.04, 1.04) * a004 + r.zw; - - specular_light_interp.rgb *= env.x * f0 + env.y * clamp(50.0 * f0.g, metallic, 1.0); -#endif - } #if !defined(MODE_RENDER_DEPTH) //this saves some VGPRs diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl index 627b82875466..db1b26a1d9b0 100644 --- a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl @@ -208,37 +208,6 @@ void main() { mat4 model_matrix = instances.data[draw_call.instance_index].transform; mat4 inv_view_matrix = scene_data.inv_view_matrix; -#ifdef USE_VERTEX_LIGHTING - //lay out everything, whatever is unused is optimized away anyway - vec3 albedo = vec3(1.0); - vec3 backlight = vec3(0.0); - vec4 transmittance_color = vec4(0.0); - float transmittance_depth = 0.0; - float transmittance_boost = 0.0; - float metallic = 0.0; - float specular = 0.5; - vec3 emission = vec3(0.0); - float rim = 0.0; - float rim_tint = 0.0; - float clearcoat = 0.0; - float clearcoat_roughness = 0.0; - float anisotropy = 0.0; - vec2 anisotropy_flow = vec2(1.0, 0.0); -#ifndef FOG_DISABLED - vec4 fog = vec4(0.0); -#endif // !FOG_DISABLED -#if defined(CUSTOM_RADIANCE_USED) - vec4 custom_radiance = vec4(0.0); -#endif -#if defined(CUSTOM_IRRADIANCE_USED) - vec4 custom_irradiance = vec4(0.0); -#endif - - float ao = 1.0; - float ao_light_affect = 0.0; - - float alpha = 1.0; -#endif // USE_VERTEX_LIGHTING #ifdef USE_DOUBLE_PRECISION vec3 model_precision = vec3(model_matrix[0][3], model_matrix[1][3], model_matrix[2][3]); @@ -523,26 +492,6 @@ void main() { vec3 f0 = F0(metallic, specular, albedo); diffuse_light_interp = vec4(0.0); specular_light_interp = vec4(0.0); - { -#if defined(DIFFUSE_TOON) - //simplify for toon, as - specular_light_interp.rgb *= specular * metallic * albedo * 2.0; -#else - - // scales the specular reflections, needs to be computed before lighting happens, - // but after environment, GI, and reflection probes are added - // Environment brdf approximation (Lazarov 2013) - // see https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile - const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022); - const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04); - vec4 r = roughness * c0 + c1; - float ndotv = clamp(dot(normal, view), 0.0, 1.0); - float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y; - vec2 env = vec2(-1.04, 1.04) * a004 + r.zw; - - specular_light_interp.rgb *= env.x * f0 + env.y * clamp(50.0 * f0.g, metallic, 1.0); -#endif - } #if !defined(MODE_RENDER_DEPTH) //this saves some VGPRs