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reverting more shaders

Benjamin Guignabert 5 年 前
コミット
fdabcaf2ab

+ 0 - 6
src/Shaders/background.fragment.fx

@@ -100,9 +100,6 @@ varying vec3 vNormalW;
 // Fog
 #include<fogFragmentDeclaration>
 
-// Deferred
-#include<deferredDeclaration>[SCENE_MRT_COUNT]
-
 #ifdef REFLECTIONFRESNEL
     #define FRESNEL_MAXIMUM_ON_ROUGH 0.25
 
@@ -304,7 +301,4 @@ vec4 color = vec4(finalColor, finalAlpha);
 #endif
 
     gl_FragColor = color;
-
-#include<deferredDefaultOutput>
-
 }

+ 2 - 0
src/Shaders/geometry.fragment.fx

@@ -1,3 +1,5 @@
+#extension GL_EXT_draw_buffers : require
+
 #if defined(BUMP) || !defined(NORMAL)
 #extension GL_OES_standard_derivatives : enable
 #endif

+ 0 - 7
src/Shaders/sprites.fragment.fx

@@ -9,10 +9,6 @@ uniform sampler2D diffuseSampler;
 // Fog
 #include<fogFragmentDeclaration>
 
-// Deferred
-#include<deferredDeclaration>[SCENE_MRT_COUNT]
-
-
 void main(void) {
 	vec4 color = texture2D(diffuseSampler, vUV);
 
@@ -27,7 +23,4 @@ void main(void) {
 #include<fogFragment>
 
 	gl_FragColor = color;
-
-#include<deferredDefaultOutput>
-
 }