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3 changes: 2 additions & 1 deletion cmake/DaemonCBSE.cmake
Original file line number Diff line number Diff line change
Expand Up @@ -50,7 +50,8 @@ function(CBSE target definition output)
endif()
set(GENERATED_CBSE ${output}/backend/CBSEBackend.cpp
${output}/backend/CBSEBackend.h
${output}/backend/CBSEComponents.h)
${output}/backend/CBSEComponents.h
${output}/backend/CBSEEntities.h)
add_custom_command(
OUTPUT ${GENERATED_CBSE}
COMMENT "Generating CBSE entities for ${definition}"
Expand Down
4 changes: 0 additions & 4 deletions src.cmake
Original file line number Diff line number Diff line change
Expand Up @@ -157,8 +157,6 @@ set(GLSLSOURCELIST
${ENGINE_DIR}/renderer/glsl_source/depthtile1_vp.glsl
${ENGINE_DIR}/renderer/glsl_source/depthtile2_fp.glsl
${ENGINE_DIR}/renderer/glsl_source/depthtile2_vp.glsl
${ENGINE_DIR}/renderer/glsl_source/depthToColor_fp.glsl
${ENGINE_DIR}/renderer/glsl_source/depthToColor_vp.glsl
${ENGINE_DIR}/renderer/glsl_source/dispersion_C_fp.glsl
${ENGINE_DIR}/renderer/glsl_source/dispersion_C_vp.glsl
${ENGINE_DIR}/renderer/glsl_source/fogGlobal_fp.glsl
Expand All @@ -178,8 +176,6 @@ set(GLSLSOURCELIST
${ENGINE_DIR}/renderer/glsl_source/lightMapping_vp.glsl
${ENGINE_DIR}/renderer/glsl_source/lighttile_fp.glsl
${ENGINE_DIR}/renderer/glsl_source/lighttile_vp.glsl
${ENGINE_DIR}/renderer/glsl_source/lightVolume_omni_fp.glsl
${ENGINE_DIR}/renderer/glsl_source/lightVolume_omni_vp.glsl
${ENGINE_DIR}/renderer/glsl_source/liquid_fp.glsl
${ENGINE_DIR}/renderer/glsl_source/liquid_vp.glsl
${ENGINE_DIR}/renderer/glsl_source/motionblur_fp.glsl
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38 changes: 0 additions & 38 deletions src/engine/renderer/gl_shader.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -53,8 +53,6 @@ GLShader_cameraEffects *gl_cameraEffectsShader = nullptr;
GLShader_blurX *gl_blurXShader = nullptr;
GLShader_blurY *gl_blurYShader = nullptr;
GLShader_debugShadowMap *gl_debugShadowMapShader = nullptr;
GLShader_depthToColor *gl_depthToColorShader = nullptr;
GLShader_lightVolume_omni *gl_lightVolumeShader_omni = nullptr;
GLShader_liquid *gl_liquidShader = nullptr;
GLShader_volumetricFog *gl_volumetricFogShader = nullptr;
GLShader_motionblur *gl_motionblurShader = nullptr;
Expand Down Expand Up @@ -2065,42 +2063,6 @@ void GLShader_debugShadowMap::SetShaderProgramUniforms( shaderProgram_t *shaderP
glUniform1i( glGetUniformLocation( shaderProgram->program, "u_CurrentMap" ), 0 );
}

GLShader_depthToColor::GLShader_depthToColor( GLShaderManager *manager ) :
GLShader( "depthToColor", ATTR_POSITION | ATTR_QTANGENT, manager ),
u_ModelViewProjectionMatrix( this ),
u_Bones( this ),
GLCompileMacro_USE_VERTEX_SKINNING( this )
{
}

void GLShader_depthToColor::BuildShaderVertexLibNames( std::string& vertexInlines )
{
vertexInlines += "vertexSimple vertexSkinning ";
}

GLShader_lightVolume_omni::GLShader_lightVolume_omni( GLShaderManager *manager ) :
GLShader( "lightVolume_omni", ATTR_POSITION, manager ),
u_ViewOrigin( this ),
u_LightOrigin( this ),
u_LightColor( this ),
u_LightRadius( this ),
u_LightScale( this ),
u_LightAttenuationMatrix( this ),
u_ModelViewProjectionMatrix( this ),
u_UnprojectMatrix( this ),
GLCompileMacro_USE_SHADOWING( this )
{
}

void GLShader_lightVolume_omni::SetShaderProgramUniforms( shaderProgram_t *shaderProgram )
{
glUniform1i( glGetUniformLocation( shaderProgram->program, "u_DepthMap" ), 0 );
glUniform1i( glGetUniformLocation( shaderProgram->program, "u_AttenuationMapXY" ), 1 );
glUniform1i( glGetUniformLocation( shaderProgram->program, "u_AttenuationMapZ" ), 2 );
glUniform1i( glGetUniformLocation( shaderProgram->program, "u_ShadowMap" ), 3 );
glUniform1i( glGetUniformLocation( shaderProgram->program, "u_ShadowClipMap" ), 4 );
}

GLShader_liquid::GLShader_liquid( GLShaderManager *manager ) :
GLShader( "liquid", ATTR_POSITION | ATTR_TEXCOORD | ATTR_QTANGENT, manager ),
u_TextureMatrix( this ),
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30 changes: 0 additions & 30 deletions src/engine/renderer/gl_shader.h
Original file line number Diff line number Diff line change
Expand Up @@ -2577,34 +2577,6 @@ class GLShader_debugShadowMap :
void SetShaderProgramUniforms( shaderProgram_t *shaderProgram );
};

class GLShader_depthToColor :
public GLShader,
public u_ModelViewProjectionMatrix,
public u_Bones,
public GLCompileMacro_USE_VERTEX_SKINNING
{
public:
GLShader_depthToColor( GLShaderManager *manager );
void BuildShaderVertexLibNames( std::string& vertexInlines );
};

class GLShader_lightVolume_omni :
public GLShader,
public u_ViewOrigin,
public u_LightOrigin,
public u_LightColor,
public u_LightRadius,
public u_LightScale,
public u_LightAttenuationMatrix,
public u_ModelViewProjectionMatrix,
public u_UnprojectMatrix,
public GLCompileMacro_USE_SHADOWING
{
public:
GLShader_lightVolume_omni( GLShaderManager *manager );
void SetShaderProgramUniforms( shaderProgram_t *shaderProgram );
};

class GLShader_liquid :
public GLShader,
public u_TextureMatrix,
Expand Down Expand Up @@ -2725,8 +2697,6 @@ extern GLShader_cameraEffects *gl_cameraEffectsShader;
extern GLShader_blurX *gl_blurXShader;
extern GLShader_blurY *gl_blurYShader;
extern GLShader_debugShadowMap *gl_debugShadowMapShader;
extern GLShader_depthToColor *gl_depthToColorShader;
extern GLShader_lightVolume_omni *gl_lightVolumeShader_omni;
extern GLShader_liquid *gl_liquidShader;
extern GLShader_volumetricFog *gl_volumetricFogShader;
extern GLShader_motionblur *gl_motionblurShader;
Expand Down
61 changes: 0 additions & 61 deletions src/engine/renderer/glsl_source/depthToColor_fp.glsl

This file was deleted.

50 changes: 0 additions & 50 deletions src/engine/renderer/glsl_source/depthToColor_vp.glsl

This file was deleted.

146 changes: 0 additions & 146 deletions src/engine/renderer/glsl_source/lightVolume_omni_fp.glsl

This file was deleted.

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