diff --git a/src/hardware/hw_defs.h b/src/hardware/hw_defs.h index cd02be906..8214be85b 100644 --- a/src/hardware/hw_defs.h +++ b/src/hardware/hw_defs.h @@ -157,7 +157,6 @@ enum SHADER_MODEL, SHADER_MODEL_LIGHTING, SHADER_WATER, - SHADER_BRIGHTMAP_WATER, SHADER_FOG, SHADER_SKY, SHADER_PALETTE_POSTPROCESS, diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index b5d98e586..561e864d7 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -545,8 +545,6 @@ static void HWR_RenderPlane(subsector_t *subsector, extrasubsector_t *xsub, bool shader = SHADER_FOG; else if (PolyFlags & PF_Ripple) shader = SHADER_WATER; - else if ((PolyFlags & PF_Ripple) && levelflat != NULL && levelflat->type == LEVELFLAT_TEXTURE && R_GetTextureBrightmap(levelflat->texture_id) && HWR_ShouldUsePaletteRendering()) - shader = SHADER_BRIGHTMAP_WATER; else if (levelflat != NULL && levelflat->type == LEVELFLAT_TEXTURE && R_GetTextureBrightmap(levelflat->texture_id) && HWR_ShouldUsePaletteRendering()) shader = SHADER_BRIGHTMAP_FLOOR; else diff --git a/src/hardware/hw_shaders.c b/src/hardware/hw_shaders.c index aa1b00ab1..2f362df57 100644 --- a/src/hardware/hw_shaders.c +++ b/src/hardware/hw_shaders.c @@ -48,9 +48,6 @@ static struct { // Water shader {GLSL_DEFAULT_VERTEX_SHADER, GLSL_WATER_FRAGMENT_SHADER}, - // Brightmap Water shader - {GLSL_DEFAULT_VERTEX_SHADER, GLSL_WATER_FRAGMENT_SHADER_NOPAL}, - // Fog shader {GLSL_DEFAULT_VERTEX_SHADER, GLSL_FOG_FRAGMENT_SHADER}, @@ -446,7 +443,6 @@ customshaderxlat_t shaderxlat[] = {"Sprite", SHADER_SPRITE}, {"Model", SHADER_MODEL}, {"WaterRipple", SHADER_WATER}, - {"BrightmapWaterRipple", SHADER_BRIGHTMAP_WATER}, {"Fog", SHADER_FOG}, {"Sky", SHADER_SKY}, {"PalettePostprocess", SHADER_PALETTE_POSTPROCESS}, diff --git a/src/hardware/hw_shaders.h b/src/hardware/hw_shaders.h index 245359fad..61c46de29 100644 --- a/src/hardware/hw_shaders.h +++ b/src/hardware/hw_shaders.h @@ -352,36 +352,6 @@ "gl_FragColor = final_color;\n" \ "}\n" \ "#endif\0" - -#define GLSL_WATER_FRAGMENT_SHADER_NOPAL \ - GLSL_FLOOR_FUDGES \ - "const float freq = 0.025;\n" \ - "const float amp = 0.025;\n" \ - "const float speed = 2.0;\n" \ - "const float pi = 3.14159;\n" \ - "uniform sampler2D tex;\n" \ - "uniform sampler2D brightmap;\n" \ - "uniform vec4 poly_color;\n" \ - "uniform vec4 tint_color;\n" \ - "uniform vec4 fade_color;\n" \ - "uniform float lighting;\n" \ - "uniform float fade_start;\n" \ - "uniform float fade_end;\n" \ - "uniform float leveltime;\n" \ - GLSL_DOOM_COLORMAP \ - GLSL_DOOM_LIGHT_EQUATION \ - "void main(void) {\n" \ - GLSL_WATER_TEXEL \ - "vec4 base_color = texel * poly_color;\n" \ - "vec4 final_color = base_color;\n" \ - "float brightmap_mix = floor(texture2D(brightmap, gl_TexCoord[0].st).r);\n" \ - "float light_gain = (255.0 - lighting) * brightmap_mix;\n" \ - "float final_lighting = lighting + light_gain;\n" \ - GLSL_SOFTWARE_TINT_EQUATION \ - GLSL_SOFTWARE_FADE_EQUATION \ - "final_color.a = texel.a * poly_color.a;\n" \ - "gl_FragColor = final_color;\n" \ - "}\n" \ // // Fog block shader