diff --git a/shaders/light_common.glsl b/shaders/light_common.glsl index 98170f14..37ddf50b 100644 --- a/shaders/light_common.glsl +++ b/shaders/light_common.glsl @@ -1,5 +1,4 @@ #if SHADOWMAP_ENABLED -in vec4 f_light_pos[MAX_CASCADES]; uniform sampler2DArrayShadow shadowmap; #endif uniform sampler2D headlightmap; diff --git a/shaders/vertex.vert b/shaders/vertex.vert index 5326545e..fdf70dc3 100644 --- a/shaders/vertex.vert +++ b/shaders/vertex.vert @@ -11,7 +11,6 @@ flat out vec3 f_normal_raw; out vec2 f_coord; out vec4 f_pos; out mat3 f_tbn; -out vec4 f_light_pos[MAX_CASCADES]; out vec4 f_clip_pos; out vec4 f_clip_future_pos; @@ -30,9 +29,6 @@ void main() f_normal_raw = v_normal; f_coord = v_coord; f_pos = mv * vec4(v_vert, 1.0); - for (uint idx = 0U ; idx < MAX_CASCADES ; ++idx) { - f_light_pos[idx] = lightview[idx] * f_pos; - } f_clip_pos = projection * f_pos; f_clip_future_pos = (projection * future) * f_pos;