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authorJason Ekstrand <[email protected]>2014-06-27 09:40:10 -0700
committerJason Ekstrand <[email protected]>2014-06-30 12:02:25 -0700
commit4000c0112a49c28793844f454278b50e00943173 (patch)
treed398a8d1ecc3ae5f81b0f8259f68e549de2d279c /src/glsl
parent7577cdd8300068bdf1eda426951d7141450283aa (diff)
Remove the ATI_envmap_bumpmap extension
As far as I can tell, the Intel mesa driver is the only driver in the world still supporting this legacy extension. If someone wants to do bump mapping, they can use shaders. Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> [v1] Reviewed-by: Chris Forbes <[email protected]> [v2] Reviewed-by: Ian Romanick <[email protected]> [v3]
Diffstat (limited to 'src/glsl')
-rw-r--r--src/glsl/builtin_variables.cpp12
1 files changed, 0 insertions, 12 deletions
diff --git a/src/glsl/builtin_variables.cpp b/src/glsl/builtin_variables.cpp
index b9c69d23c7c..9f9571619ba 100644
--- a/src/glsl/builtin_variables.cpp
+++ b/src/glsl/builtin_variables.cpp
@@ -160,14 +160,6 @@ static const struct gl_builtin_uniform_element gl_NormalScale_elements[] = {
{NULL, {STATE_NORMAL_SCALE}, SWIZZLE_XXXX},
};
-static const struct gl_builtin_uniform_element gl_BumpRotMatrix0MESA_elements[] = {
- {NULL, {STATE_INTERNAL, STATE_ROT_MATRIX_0}, SWIZZLE_XYZW},
-};
-
-static const struct gl_builtin_uniform_element gl_BumpRotMatrix1MESA_elements[] = {
- {NULL, {STATE_INTERNAL, STATE_ROT_MATRIX_1}, SWIZZLE_XYZW},
-};
-
static const struct gl_builtin_uniform_element gl_FogParamsOptimizedMESA_elements[] = {
{NULL, {STATE_INTERNAL, STATE_FOG_PARAMS_OPTIMIZED}, SWIZZLE_XYZW},
};
@@ -284,8 +276,6 @@ static const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc[] = {
STATEVAR(gl_NormalMatrix),
STATEVAR(gl_NormalScale),
- STATEVAR(gl_BumpRotMatrix0MESA),
- STATEVAR(gl_BumpRotMatrix1MESA),
STATEVAR(gl_FogParamsOptimizedMESA),
STATEVAR(gl_CurrentAttribVertMESA),
STATEVAR(gl_CurrentAttribFragMESA),
@@ -761,8 +751,6 @@ builtin_variable_generator::generate_uniforms()
add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverseTranspose");
add_uniform(float_t, "gl_NormalScale");
add_uniform(type("gl_LightModelParameters"), "gl_LightModel");
- add_uniform(vec2_t, "gl_BumpRotMatrix0MESA");
- add_uniform(vec2_t, "gl_BumpRotMatrix1MESA");
add_uniform(vec4_t, "gl_FogParamsOptimizedMESA");
const glsl_type *const mat4_array_type =