Cleanup: EEVEE: Remove unused variable
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@@ -187,8 +187,6 @@ struct ClosureEvalCommon {
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float specular_accum;
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/** Diffuse probe accumulator. */
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float diffuse_accum;
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/** Viewspace depth to start raytracing from. */
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float tracing_depth;
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};
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/* Common cl_out struct used by most closures. */
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@@ -210,18 +208,6 @@ ClosureEvalCommon closure_Common_eval_init(ClosureInputCommon cl_in)
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cl_eval.vP = viewPosition;
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cl_eval.Ng = safe_normalize(cross(dFdx(cl_eval.P), dFdy(cl_eval.P)));
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cl_eval.vNg = transform_direction(ViewMatrix, cl_eval.Ng);
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/* TODO(fclem) See if we can avoid this complicated setup. */
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#ifdef STEP_RESOLVE /* SSR */
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cl_eval.tracing_depth = FragDepth;
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#else
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cl_eval.tracing_depth = gl_FragCoord.z;
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#endif
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/* Constant bias (due to depth buffer precision) */
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/* Magic numbers for 24bits of precision.
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* From http://terathon.com/gdc07_lengyel.pdf (slide 26) */
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cl_eval.tracing_depth -= mix(2.4e-7, 4.8e-7, cl_eval.tracing_depth);
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/* Convert to view Z. */
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cl_eval.tracing_depth = get_view_z_from_depth(cl_eval.tracing_depth);
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cl_eval.occlusion_data = occlusion_load(cl_eval.vP, cl_in.occlusion);
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@@ -254,13 +240,8 @@ ClosureLightData closure_light_eval_init(ClosureEvalCommon cl_common, int light_
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light.L.w = length(light.L.xyz);
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light.vis = light_visibility(light.data, cl_common.P, light.L);
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light.contact_shadow = light_contact_shadows(light.data,
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cl_common.P,
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cl_common.vP,
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cl_common.tracing_depth,
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cl_common.vNg,
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cl_common.rand.x,
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light.vis);
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light.contact_shadow = light_contact_shadows(
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light.data, cl_common.P, cl_common.vP, cl_common.vNg, cl_common.rand.x, light.vis);
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return light;
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}
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