From 91cb952fd8b84ade57841364671f89d6190f66be Mon Sep 17 00:00:00 2001 From: Lubos Lenco Date: Wed, 13 Dec 2017 14:44:21 +0100 Subject: [PATCH] Shader cleanup --- Shaders/bloom_pass/bloom_pass.frag.glsl | 4 ---- Shaders/blur_adaptive_pass/blur_adaptive_pass.frag.glsl | 4 ---- Shaders/blur_edge_pass/blur_edge_pass.frag.glsl | 4 ---- Shaders/blur_gaus_pass/blur_gaus_pass.frag.glsl | 4 ---- Shaders/blur_pass/blur_pass.frag.glsl | 4 ---- Shaders/combine_pass/combine_pass.frag.glsl | 4 ---- Shaders/compositor_pass/compositor_pass.frag.glsl | 4 ---- Shaders/compositor_pass/compositor_pass.vert.glsl | 4 ---- Shaders/debug_draw/line.frag.glsl | 4 ---- Shaders/debug_draw/line.vert.glsl | 4 ---- Shaders/debug_draw/line_deferred.frag.glsl | 4 ---- Shaders/debug_normals/debug_normals.frag.glsl | 4 ---- Shaders/debug_velocity/debug_velocity.frag.glsl | 4 ---- Shaders/deferred_indirect/deferred_indirect.frag.glsl | 4 ---- Shaders/deferred_indirect/deferred_indirect.vert.glsl | 4 ---- Shaders/deferred_light/deferred_light.frag.glsl | 4 ---- Shaders/deferred_light_quad/deferred_light_quad.frag.glsl | 4 ---- Shaders/fxaa_pass/fxaa_pass.frag.glsl | 4 ---- Shaders/grease_pencil/grease_pencil.frag.glsl | 4 ---- Shaders/grease_pencil/grease_pencil.vert.glsl | 4 ---- Shaders/grease_pencil/grease_pencil_shadows.vert.glsl | 4 ---- Shaders/include/empty.frag.glsl | 4 ---- Shaders/include/lamp_volume.vert.glsl | 4 ---- Shaders/include/pass.frag.glsl | 4 ---- Shaders/include/pass.vert.glsl | 4 ---- Shaders/include/pass_viewray.vert.glsl | 4 ---- Shaders/include/pass_viewray2.vert.glsl | 4 ---- Shaders/matid_to_depth/matid_to_depth.frag.glsl | 4 ---- Shaders/motion_blur_pass/motion_blur_pass.frag.glsl | 4 ---- .../motion_blur_veloc_pass/motion_blur_veloc_pass.frag.glsl | 4 ---- Shaders/smaa_blend_weight/smaa_blend_weight.frag.glsl | 4 ---- Shaders/smaa_blend_weight/smaa_blend_weight.vert.glsl | 4 ---- Shaders/smaa_edge_detect/smaa_edge_detect.frag.glsl | 4 ---- Shaders/smaa_edge_detect/smaa_edge_detect.vert.glsl | 4 ---- .../smaa_neighborhood_blend/smaa_neighborhood_blend.frag.glsl | 4 ---- .../smaa_neighborhood_blend/smaa_neighborhood_blend.vert.glsl | 4 ---- Shaders/ssao_pass/ssao_pass.frag.glsl | 4 ---- Shaders/ssgi_blur_pass/ssgi_blur_pass.frag.glsl | 4 ---- Shaders/ssgi_pass/ssgi_pass.frag.glsl | 4 ---- Shaders/ssr_pass/ssr_pass.frag.glsl | 4 ---- Shaders/sss_pass/sss_pass.frag.glsl | 4 ---- Shaders/supersample_resolve/supersample_resolve.frag.glsl | 4 ---- Shaders/taa_pass/taa_pass.frag.glsl | 4 ---- Shaders/translucent_resolve/translucent_resolve.frag.glsl | 4 ---- Shaders/volumetric_light/volumetric_light.frag.glsl | 4 ---- Shaders/volumetric_light_quad/volumetric_light_quad.frag.glsl | 4 ---- Shaders/water_pass/water_pass.frag.glsl | 4 ---- Shaders/water_pass/water_pass.vert.glsl | 4 ---- Shaders/world/world.frag.glsl | 4 ---- Shaders/world/world.vert.glsl | 4 ---- 50 files changed, 200 deletions(-) diff --git a/Shaders/bloom_pass/bloom_pass.frag.glsl b/Shaders/bloom_pass/bloom_pass.frag.glsl index fbdcd710..c59ce98d 100755 --- a/Shaders/bloom_pass/bloom_pass.frag.glsl +++ b/Shaders/bloom_pass/bloom_pass.frag.glsl @@ -1,9 +1,5 @@ #version 450 -#ifdef GL_ES -precision mediump float; -#endif - #include "compiled.glsl" uniform sampler2D tex; diff --git a/Shaders/blur_adaptive_pass/blur_adaptive_pass.frag.glsl b/Shaders/blur_adaptive_pass/blur_adaptive_pass.frag.glsl index 39da5188..e79bea02 100755 --- a/Shaders/blur_adaptive_pass/blur_adaptive_pass.frag.glsl +++ b/Shaders/blur_adaptive_pass/blur_adaptive_pass.frag.glsl @@ -1,10 +1,6 @@ // Exclusive to SSR for now #version 450 -#ifdef GL_ES -precision mediump float; -#endif - #include "compiled.glsl" #include "std/gbuffer.glsl" diff --git a/Shaders/blur_edge_pass/blur_edge_pass.frag.glsl b/Shaders/blur_edge_pass/blur_edge_pass.frag.glsl index 87bb809a..92dbbfa6 100644 --- a/Shaders/blur_edge_pass/blur_edge_pass.frag.glsl +++ b/Shaders/blur_edge_pass/blur_edge_pass.frag.glsl @@ -1,10 +1,6 @@ // Exclusive to SSAO for now #version 450 -#ifdef GL_ES -precision mediump float; -#endif - #include "compiled.glsl" #include "std/gbuffer.glsl" diff --git a/Shaders/blur_gaus_pass/blur_gaus_pass.frag.glsl b/Shaders/blur_gaus_pass/blur_gaus_pass.frag.glsl index 530c713c..a320d155 100644 --- a/Shaders/blur_gaus_pass/blur_gaus_pass.frag.glsl +++ b/Shaders/blur_gaus_pass/blur_gaus_pass.frag.glsl @@ -1,10 +1,6 @@ // Exclusive to bloom for now #version 450 -#ifdef GL_ES -precision mediump float; -#endif - #include "compiled.glsl" uniform sampler2D tex; diff --git a/Shaders/blur_pass/blur_pass.frag.glsl b/Shaders/blur_pass/blur_pass.frag.glsl index 5c3daff4..258dda60 100644 --- a/Shaders/blur_pass/blur_pass.frag.glsl +++ b/Shaders/blur_pass/blur_pass.frag.glsl @@ -1,9 +1,5 @@ #version 450 -#ifdef GL_ES -precision mediump float; -#endif - uniform sampler2D tex; uniform vec2 dirInv; diff --git a/Shaders/combine_pass/combine_pass.frag.glsl b/Shaders/combine_pass/combine_pass.frag.glsl index 8ff65422..81079728 100755 --- a/Shaders/combine_pass/combine_pass.frag.glsl +++ b/Shaders/combine_pass/combine_pass.frag.glsl @@ -1,9 +1,5 @@ #version 450 -#ifdef GL_ES -precision mediump float; -#endif - uniform sampler2D tex; uniform sampler2D tex2; diff --git a/Shaders/compositor_pass/compositor_pass.frag.glsl b/Shaders/compositor_pass/compositor_pass.frag.glsl index 5e0765b6..9894c1b9 100755 --- a/Shaders/compositor_pass/compositor_pass.frag.glsl +++ b/Shaders/compositor_pass/compositor_pass.frag.glsl @@ -1,9 +1,5 @@ #version 450 -#ifdef GL_ES -precision highp float; -#endif - #include "compiled.glsl" #include "std/tonemap.glsl" #include "std/math.glsl" diff --git a/Shaders/compositor_pass/compositor_pass.vert.glsl b/Shaders/compositor_pass/compositor_pass.vert.glsl index 2e22f2a9..8776caba 100644 --- a/Shaders/compositor_pass/compositor_pass.vert.glsl +++ b/Shaders/compositor_pass/compositor_pass.vert.glsl @@ -1,9 +1,5 @@ #version 450 -#ifdef GL_ES -precision highp float; -#endif - // #ifdef _CPos // uniform mat4 invVP; // uniform vec3 eye; diff --git a/Shaders/debug_draw/line.frag.glsl b/Shaders/debug_draw/line.frag.glsl index 0ce80a95..2c8b9f98 100644 --- a/Shaders/debug_draw/line.frag.glsl +++ b/Shaders/debug_draw/line.frag.glsl @@ -1,9 +1,5 @@ #version 450 -#ifdef GL_ES -precision mediump float; -#endif - in vec3 color; out vec4 fragColor; diff --git a/Shaders/debug_draw/line.vert.glsl b/Shaders/debug_draw/line.vert.glsl index 45f811a9..c67c568b 100755 --- a/Shaders/debug_draw/line.vert.glsl +++ b/Shaders/debug_draw/line.vert.glsl @@ -1,9 +1,5 @@ #version 450 -#ifdef GL_ES -precision highp float; -#endif - in vec3 pos; in vec3 col; diff --git a/Shaders/debug_draw/line_deferred.frag.glsl b/Shaders/debug_draw/line_deferred.frag.glsl index f3a3f393..052f8f7a 100644 --- a/Shaders/debug_draw/line_deferred.frag.glsl +++ b/Shaders/debug_draw/line_deferred.frag.glsl @@ -1,9 +1,5 @@ #version 450 -#ifdef GL_ES -precision mediump float; -#endif - in vec3 color; out vec4[2] fragColor; diff --git a/Shaders/debug_normals/debug_normals.frag.glsl b/Shaders/debug_normals/debug_normals.frag.glsl index bebf7a36..c55692d6 100755 --- a/Shaders/debug_normals/debug_normals.frag.glsl +++ b/Shaders/debug_normals/debug_normals.frag.glsl @@ -1,9 +1,5 @@ #version 450 -#ifdef GL_ES -precision mediump float; -#endif - #include "compiled.glsl" #include "std/gbuffer.glsl" diff --git a/Shaders/debug_velocity/debug_velocity.frag.glsl b/Shaders/debug_velocity/debug_velocity.frag.glsl index 72194ee2..367444d6 100644 --- a/Shaders/debug_velocity/debug_velocity.frag.glsl +++ b/Shaders/debug_velocity/debug_velocity.frag.glsl @@ -1,9 +1,5 @@ #version 450 -#ifdef GL_ES -precision mediump float; -#endif - #include "compiled.glsl" uniform sampler2D tex; diff --git a/Shaders/deferred_indirect/deferred_indirect.frag.glsl b/Shaders/deferred_indirect/deferred_indirect.frag.glsl index 5333c77a..497c2704 100644 --- a/Shaders/deferred_indirect/deferred_indirect.frag.glsl +++ b/Shaders/deferred_indirect/deferred_indirect.frag.glsl @@ -1,9 +1,5 @@ #version 450 -#ifdef GL_ES -precision mediump float; -#endif - #include "compiled.glsl" #include "std/gbuffer.glsl" #include "std/math.glsl" diff --git a/Shaders/deferred_indirect/deferred_indirect.vert.glsl b/Shaders/deferred_indirect/deferred_indirect.vert.glsl index 41f914d7..d733ff1a 100755 --- a/Shaders/deferred_indirect/deferred_indirect.vert.glsl +++ b/Shaders/deferred_indirect/deferred_indirect.vert.glsl @@ -1,9 +1,5 @@ #version 450 -#ifdef GL_ES -precision highp float; -#endif - #ifdef _Rad uniform mat4 invVP; uniform vec3 eye; diff --git a/Shaders/deferred_light/deferred_light.frag.glsl b/Shaders/deferred_light/deferred_light.frag.glsl index fc706446..15fa2a46 100644 --- a/Shaders/deferred_light/deferred_light.frag.glsl +++ b/Shaders/deferred_light/deferred_light.frag.glsl @@ -1,9 +1,5 @@ #version 450 -#ifdef GL_ES -precision mediump float; -#endif - #include "compiled.glsl" #include "std/brdf.glsl" #include "std/math.glsl" diff --git a/Shaders/deferred_light_quad/deferred_light_quad.frag.glsl b/Shaders/deferred_light_quad/deferred_light_quad.frag.glsl index 582644e5..2a9532e7 100644 --- a/Shaders/deferred_light_quad/deferred_light_quad.frag.glsl +++ b/Shaders/deferred_light_quad/deferred_light_quad.frag.glsl @@ -1,9 +1,5 @@ #version 450 -#ifdef GL_ES -precision mediump float; -#endif - #include "compiled.glsl" #include "std/brdf.glsl" #include "std/math.glsl" diff --git a/Shaders/fxaa_pass/fxaa_pass.frag.glsl b/Shaders/fxaa_pass/fxaa_pass.frag.glsl index e5a5abad..8180a201 100755 --- a/Shaders/fxaa_pass/fxaa_pass.frag.glsl +++ b/Shaders/fxaa_pass/fxaa_pass.frag.glsl @@ -1,9 +1,5 @@ #version 450 -#ifdef GL_ES -precision mediump float; -#endif - uniform sampler2D tex; uniform vec2 screenSizeInv; diff --git a/Shaders/grease_pencil/grease_pencil.frag.glsl b/Shaders/grease_pencil/grease_pencil.frag.glsl index da2881d6..8f33f41f 100755 --- a/Shaders/grease_pencil/grease_pencil.frag.glsl +++ b/Shaders/grease_pencil/grease_pencil.frag.glsl @@ -1,9 +1,5 @@ #version 450 -#ifdef GL_ES -precision mediump float; -#endif - in vec4 color; out vec4 fragColor; diff --git a/Shaders/grease_pencil/grease_pencil.vert.glsl b/Shaders/grease_pencil/grease_pencil.vert.glsl index 0c629c7a..91b2dd4b 100644 --- a/Shaders/grease_pencil/grease_pencil.vert.glsl +++ b/Shaders/grease_pencil/grease_pencil.vert.glsl @@ -1,9 +1,5 @@ #version 450 -#ifdef GL_ES -precision highp float; -#endif - in vec3 pos; in vec4 col; diff --git a/Shaders/grease_pencil/grease_pencil_shadows.vert.glsl b/Shaders/grease_pencil/grease_pencil_shadows.vert.glsl index 006d1021..5e7be457 100755 --- a/Shaders/grease_pencil/grease_pencil_shadows.vert.glsl +++ b/Shaders/grease_pencil/grease_pencil_shadows.vert.glsl @@ -1,9 +1,5 @@ #version 450 -#ifdef GL_ES -precision highp float; -#endif - in vec3 pos; in vec4 col; diff --git a/Shaders/include/empty.frag.glsl b/Shaders/include/empty.frag.glsl index 012fcfd3..e39c3cc1 100644 --- a/Shaders/include/empty.frag.glsl +++ b/Shaders/include/empty.frag.glsl @@ -1,9 +1,5 @@ #version 450 -#ifdef GL_ES -precision mediump float; -#endif - out vec4 fragColor; void main() { diff --git a/Shaders/include/lamp_volume.vert.glsl b/Shaders/include/lamp_volume.vert.glsl index bb075bf7..7d54f388 100755 --- a/Shaders/include/lamp_volume.vert.glsl +++ b/Shaders/include/lamp_volume.vert.glsl @@ -1,9 +1,5 @@ #version 450 -#ifdef GL_ES -precision highp float; -#endif - uniform mat4 LVWVP; in vec3 pos; diff --git a/Shaders/include/pass.frag.glsl b/Shaders/include/pass.frag.glsl index 6411439e..eafc607e 100644 --- a/Shaders/include/pass.frag.glsl +++ b/Shaders/include/pass.frag.glsl @@ -1,9 +1,5 @@ #version 450 -#ifdef GL_ES -precision mediump float; -#endif - uniform sampler2D tex; in vec2 texCoord; diff --git a/Shaders/include/pass.vert.glsl b/Shaders/include/pass.vert.glsl index 352100d1..82dc566c 100755 --- a/Shaders/include/pass.vert.glsl +++ b/Shaders/include/pass.vert.glsl @@ -1,9 +1,5 @@ #version 450 -#ifdef GL_ES -precision highp float; -#endif - in vec2 pos; out vec2 texCoord; diff --git a/Shaders/include/pass_viewray.vert.glsl b/Shaders/include/pass_viewray.vert.glsl index bde91d94..26480212 100644 --- a/Shaders/include/pass_viewray.vert.glsl +++ b/Shaders/include/pass_viewray.vert.glsl @@ -1,9 +1,5 @@ #version 450 -#ifdef GL_ES -precision highp float; -#endif - uniform mat4 invVP; uniform vec3 eye; diff --git a/Shaders/include/pass_viewray2.vert.glsl b/Shaders/include/pass_viewray2.vert.glsl index de21ebc5..586ec8ca 100644 --- a/Shaders/include/pass_viewray2.vert.glsl +++ b/Shaders/include/pass_viewray2.vert.glsl @@ -1,9 +1,5 @@ #version 450 -#ifdef GL_ES -precision highp float; -#endif - uniform mat4 invP; in vec2 pos; diff --git a/Shaders/matid_to_depth/matid_to_depth.frag.glsl b/Shaders/matid_to_depth/matid_to_depth.frag.glsl index 97afb61a..eb3e6724 100644 --- a/Shaders/matid_to_depth/matid_to_depth.frag.glsl +++ b/Shaders/matid_to_depth/matid_to_depth.frag.glsl @@ -1,10 +1,6 @@ // Transfer material IDs to depth buffer #version 450 -#ifdef GL_ES -precision mediump float; -#endif - uniform sampler2D tex; in vec2 texCoord; diff --git a/Shaders/motion_blur_pass/motion_blur_pass.frag.glsl b/Shaders/motion_blur_pass/motion_blur_pass.frag.glsl index 043fc6cb..b9b6f719 100644 --- a/Shaders/motion_blur_pass/motion_blur_pass.frag.glsl +++ b/Shaders/motion_blur_pass/motion_blur_pass.frag.glsl @@ -2,10 +2,6 @@ // http://http.developer.nvidia.com/GPUGems3/gpugems3_ch27.html #version 450 -#ifdef GL_ES -precision mediump float; -#endif - #include "compiled.glsl" #include "std/gbuffer.glsl" diff --git a/Shaders/motion_blur_veloc_pass/motion_blur_veloc_pass.frag.glsl b/Shaders/motion_blur_veloc_pass/motion_blur_veloc_pass.frag.glsl index 954ff323..9bfab873 100755 --- a/Shaders/motion_blur_veloc_pass/motion_blur_veloc_pass.frag.glsl +++ b/Shaders/motion_blur_veloc_pass/motion_blur_veloc_pass.frag.glsl @@ -2,10 +2,6 @@ // http://john-chapman-graphics.blogspot.com/2013/01/per-object-motion-blur.html #version 450 -#ifdef GL_ES -precision mediump float; -#endif - #include "compiled.glsl" uniform sampler2D gbuffer0; diff --git a/Shaders/smaa_blend_weight/smaa_blend_weight.frag.glsl b/Shaders/smaa_blend_weight/smaa_blend_weight.frag.glsl index 777a8e6a..27f68e72 100644 --- a/Shaders/smaa_blend_weight/smaa_blend_weight.frag.glsl +++ b/Shaders/smaa_blend_weight/smaa_blend_weight.frag.glsl @@ -1,9 +1,5 @@ #version 450 -#ifdef GL_ES -precision mediump float; -#endif - #define SMAA_MAX_SEARCH_STEPS_DIAG 8 #define SMAA_AREATEX_MAX_DISTANCE 16 #define SMAA_AREATEX_MAX_DISTANCE_DIAG 20 diff --git a/Shaders/smaa_blend_weight/smaa_blend_weight.vert.glsl b/Shaders/smaa_blend_weight/smaa_blend_weight.vert.glsl index 646ca84a..6ec23694 100755 --- a/Shaders/smaa_blend_weight/smaa_blend_weight.vert.glsl +++ b/Shaders/smaa_blend_weight/smaa_blend_weight.vert.glsl @@ -1,9 +1,5 @@ #version 450 -#ifdef GL_ES -precision highp float; -#endif - in vec2 pos; uniform vec2 screenSize; diff --git a/Shaders/smaa_edge_detect/smaa_edge_detect.frag.glsl b/Shaders/smaa_edge_detect/smaa_edge_detect.frag.glsl index 44693784..bcc66f60 100644 --- a/Shaders/smaa_edge_detect/smaa_edge_detect.frag.glsl +++ b/Shaders/smaa_edge_detect/smaa_edge_detect.frag.glsl @@ -41,10 +41,6 @@ */ #version 450 -#ifdef GL_ES -precision mediump float; -#endif - #define SMAA_THRESHOLD 0.1 #define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD) // For depth edge detection, depends on the depth range of the scene #define SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR 2.0 diff --git a/Shaders/smaa_edge_detect/smaa_edge_detect.vert.glsl b/Shaders/smaa_edge_detect/smaa_edge_detect.vert.glsl index a1a431d0..cc121959 100644 --- a/Shaders/smaa_edge_detect/smaa_edge_detect.vert.glsl +++ b/Shaders/smaa_edge_detect/smaa_edge_detect.vert.glsl @@ -1,9 +1,5 @@ #version 450 -#ifdef GL_ES -precision highp float; -#endif - in vec2 pos; uniform vec2 screenSizeInv; diff --git a/Shaders/smaa_neighborhood_blend/smaa_neighborhood_blend.frag.glsl b/Shaders/smaa_neighborhood_blend/smaa_neighborhood_blend.frag.glsl index 3dc6f9e0..94fbe62b 100755 --- a/Shaders/smaa_neighborhood_blend/smaa_neighborhood_blend.frag.glsl +++ b/Shaders/smaa_neighborhood_blend/smaa_neighborhood_blend.frag.glsl @@ -1,9 +1,5 @@ #version 450 -#ifdef GL_ES -precision mediump float; -#endif - uniform sampler2D colorTex; uniform sampler2D blendTex; #ifdef _Veloc diff --git a/Shaders/smaa_neighborhood_blend/smaa_neighborhood_blend.vert.glsl b/Shaders/smaa_neighborhood_blend/smaa_neighborhood_blend.vert.glsl index 04a4c520..6b1a531f 100644 --- a/Shaders/smaa_neighborhood_blend/smaa_neighborhood_blend.vert.glsl +++ b/Shaders/smaa_neighborhood_blend/smaa_neighborhood_blend.vert.glsl @@ -1,9 +1,5 @@ #version 450 -#ifdef GL_ES -precision highp float; -#endif - in vec2 pos; uniform vec2 screenSizeInv; diff --git a/Shaders/ssao_pass/ssao_pass.frag.glsl b/Shaders/ssao_pass/ssao_pass.frag.glsl index 4f619c45..37bb77e7 100755 --- a/Shaders/ssao_pass/ssao_pass.frag.glsl +++ b/Shaders/ssao_pass/ssao_pass.frag.glsl @@ -13,10 +13,6 @@ // } #version 450 -#ifdef GL_ES -precision mediump float; -#endif - #include "compiled.glsl" #include "std/gbuffer.glsl" diff --git a/Shaders/ssgi_blur_pass/ssgi_blur_pass.frag.glsl b/Shaders/ssgi_blur_pass/ssgi_blur_pass.frag.glsl index fe51198b..b695d803 100644 --- a/Shaders/ssgi_blur_pass/ssgi_blur_pass.frag.glsl +++ b/Shaders/ssgi_blur_pass/ssgi_blur_pass.frag.glsl @@ -1,9 +1,5 @@ #version 450 -#ifdef GL_ES -precision mediump float; -#endif - #include "compiled.glsl" #include "std/gbuffer.glsl" diff --git a/Shaders/ssgi_pass/ssgi_pass.frag.glsl b/Shaders/ssgi_pass/ssgi_pass.frag.glsl index c4df9966..6ff72cf0 100755 --- a/Shaders/ssgi_pass/ssgi_pass.frag.glsl +++ b/Shaders/ssgi_pass/ssgi_pass.frag.glsl @@ -1,9 +1,5 @@ #version 450 -#ifdef GL_ES -precision mediump float; -#endif - #include "compiled.glsl" #include "std/math.glsl" #include "std/gbuffer.glsl" diff --git a/Shaders/ssr_pass/ssr_pass.frag.glsl b/Shaders/ssr_pass/ssr_pass.frag.glsl index c2c1b904..4e739569 100755 --- a/Shaders/ssr_pass/ssr_pass.frag.glsl +++ b/Shaders/ssr_pass/ssr_pass.frag.glsl @@ -1,9 +1,5 @@ #version 450 -#ifdef GL_ES -precision mediump float; -#endif - #include "compiled.glsl" #include "std/math.glsl" #include "std/gbuffer.glsl" diff --git a/Shaders/sss_pass/sss_pass.frag.glsl b/Shaders/sss_pass/sss_pass.frag.glsl index 574422b7..ac95a220 100755 --- a/Shaders/sss_pass/sss_pass.frag.glsl +++ b/Shaders/sss_pass/sss_pass.frag.glsl @@ -35,10 +35,6 @@ #version 450 -#ifdef GL_ES -precision mediump float; -#endif - #include "compiled.glsl" uniform sampler2D gbufferD; diff --git a/Shaders/supersample_resolve/supersample_resolve.frag.glsl b/Shaders/supersample_resolve/supersample_resolve.frag.glsl index 4bd56e04..837d16bc 100755 --- a/Shaders/supersample_resolve/supersample_resolve.frag.glsl +++ b/Shaders/supersample_resolve/supersample_resolve.frag.glsl @@ -1,9 +1,5 @@ #version 450 -#ifdef GL_ES -precision mediump float; -#endif - #include "std/filters.glsl" uniform sampler2D tex; diff --git a/Shaders/taa_pass/taa_pass.frag.glsl b/Shaders/taa_pass/taa_pass.frag.glsl index 8bbd16d7..b790e675 100755 --- a/Shaders/taa_pass/taa_pass.frag.glsl +++ b/Shaders/taa_pass/taa_pass.frag.glsl @@ -1,9 +1,5 @@ #version 450 -#ifdef GL_ES -precision mediump float; -#endif - uniform sampler2D tex; uniform sampler2D tex2; #ifdef _Veloc diff --git a/Shaders/translucent_resolve/translucent_resolve.frag.glsl b/Shaders/translucent_resolve/translucent_resolve.frag.glsl index 65cad989..319c0904 100644 --- a/Shaders/translucent_resolve/translucent_resolve.frag.glsl +++ b/Shaders/translucent_resolve/translucent_resolve.frag.glsl @@ -1,10 +1,6 @@ // Weighted blended OIT by McGuire and Bavoil #version 450 -#ifdef GL_ES -precision mediump float; -#endif - uniform sampler2D gbufferD; uniform sampler2D gbuffer0; // saccum uniform sampler2D gbuffer1; // srevealage diff --git a/Shaders/volumetric_light/volumetric_light.frag.glsl b/Shaders/volumetric_light/volumetric_light.frag.glsl index 5d03e008..30793b66 100644 --- a/Shaders/volumetric_light/volumetric_light.frag.glsl +++ b/Shaders/volumetric_light/volumetric_light.frag.glsl @@ -1,10 +1,6 @@ // http://sebastien.hillaire.free.fr/index.php?option=com_content&view=article&id=72&Itemid=106 #version 450 -#ifdef GL_ES -precision mediump float; -#endif - #include "compiled.glsl" #include "std/gbuffer.glsl" #include "std/shadows.glsl" diff --git a/Shaders/volumetric_light_quad/volumetric_light_quad.frag.glsl b/Shaders/volumetric_light_quad/volumetric_light_quad.frag.glsl index c92665b6..344b91d9 100644 --- a/Shaders/volumetric_light_quad/volumetric_light_quad.frag.glsl +++ b/Shaders/volumetric_light_quad/volumetric_light_quad.frag.glsl @@ -1,10 +1,6 @@ // http://sebastien.hillaire.free.fr/index.php?option=com_content&view=article&id=72&Itemid=106 #version 450 -#ifdef GL_ES -precision mediump float; -#endif - #include "compiled.glsl" #include "std/gbuffer.glsl" #include "std/shadows.glsl" diff --git a/Shaders/water_pass/water_pass.frag.glsl b/Shaders/water_pass/water_pass.frag.glsl index 7b325c0a..87a24b41 100644 --- a/Shaders/water_pass/water_pass.frag.glsl +++ b/Shaders/water_pass/water_pass.frag.glsl @@ -4,10 +4,6 @@ // Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License #version 450 -#ifdef GL_ES -precision mediump float; -#endif - #include "compiled.glsl" #include "std/gbuffer.glsl" // #include "std/math.glsl" diff --git a/Shaders/water_pass/water_pass.vert.glsl b/Shaders/water_pass/water_pass.vert.glsl index 18aeaf9c..2df4c592 100644 --- a/Shaders/water_pass/water_pass.vert.glsl +++ b/Shaders/water_pass/water_pass.vert.glsl @@ -1,9 +1,5 @@ #version 450 -#ifdef GL_ES -precision highp float; -#endif - uniform mat4 transpV; uniform mat4 invP; uniform mat4 invVP; diff --git a/Shaders/world/world.frag.glsl b/Shaders/world/world.frag.glsl index 8ccb1426..6f150174 100644 --- a/Shaders/world/world.frag.glsl +++ b/Shaders/world/world.frag.glsl @@ -1,9 +1,5 @@ #version 450 -#ifdef GL_ES -precision mediump float; -#endif - #include "compiled.glsl" #ifdef _EnvTex #include "std/math.glsl" diff --git a/Shaders/world/world.vert.glsl b/Shaders/world/world.vert.glsl index 4793d9bc..bd27b1b3 100755 --- a/Shaders/world/world.vert.glsl +++ b/Shaders/world/world.vert.glsl @@ -1,9 +1,5 @@ #version 450 -#ifdef GL_ES -precision highp float; -#endif - in vec3 pos; in vec3 nor;