Commit: 61a22262d19e21d457b7a06166c207d2cba717a2
Author: Clément Foucault
Date:   Sun Apr 15 22:23:28 2018 +0200
Branches: blender2.8
https://developer.blender.org/rB61a22262d19e21d457b7a06166c207d2cba717a2

Eevee: Cleanup remaining shadow geometry references.

===================================================================

M       source/blender/draw/CMakeLists.txt
M       source/blender/draw/engines/eevee/eevee_lights.c
M       source/blender/draw/engines/eevee/eevee_materials.c
M       source/blender/draw/engines/eevee/eevee_private.h
M       source/blender/draw/engines/eevee/shaders/shadow_copy_frag.glsl
D       source/blender/draw/engines/eevee/shaders/shadow_geom.glsl
M       source/blender/draw/engines/eevee/shaders/shadow_store_frag.glsl

===================================================================

diff --git a/source/blender/draw/CMakeLists.txt 
b/source/blender/draw/CMakeLists.txt
index eb66e9c20ea..d292e4d9405 100644
--- a/source/blender/draw/CMakeLists.txt
+++ b/source/blender/draw/CMakeLists.txt
@@ -181,7 +181,6 @@ 
data_to_c_simple(engines/eevee/shaders/lightprobe_planar_downsample_vert.glsl SR
 data_to_c_simple(engines/eevee/shaders/prepass_frag.glsl SRC)
 data_to_c_simple(engines/eevee/shaders/prepass_vert.glsl SRC)
 data_to_c_simple(engines/eevee/shaders/shadow_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/shadow_geom.glsl SRC)
 data_to_c_simple(engines/eevee/shaders/shadow_vert.glsl SRC)
 data_to_c_simple(engines/eevee/shaders/shadow_store_frag.glsl SRC)
 data_to_c_simple(engines/eevee/shaders/shadow_copy_frag.glsl SRC)
diff --git a/source/blender/draw/engines/eevee/eevee_lights.c 
b/source/blender/draw/engines/eevee/eevee_lights.c
index 3f067dca5d2..86c9b9c850b 100644
--- a/source/blender/draw/engines/eevee/eevee_lights.c
+++ b/source/blender/draw/engines/eevee/eevee_lights.c
@@ -44,7 +44,6 @@ static struct {
 } e_data = {NULL}; /* Engine data */
 
 extern char datatoc_shadow_vert_glsl[];
-extern char datatoc_shadow_geom_glsl[];
 extern char datatoc_shadow_frag_glsl[];
 extern char datatoc_shadow_store_frag_glsl[];
 extern char datatoc_shadow_copy_frag_glsl[];
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c 
b/source/blender/draw/engines/eevee/eevee_materials.c
index 9cf4df17e90..e64b8c4282f 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -89,7 +89,6 @@ extern char datatoc_lit_surface_vert_glsl[];
 extern char datatoc_raytrace_lib_glsl[];
 extern char datatoc_ssr_lib_glsl[];
 extern char datatoc_shadow_vert_glsl[];
-extern char datatoc_shadow_geom_glsl[];
 extern char datatoc_lightprobe_geom_glsl[];
 extern char datatoc_lightprobe_vert_glsl[];
 extern char datatoc_background_vert_glsl[];
diff --git a/source/blender/draw/engines/eevee/eevee_private.h 
b/source/blender/draw/engines/eevee/eevee_private.h
index 306a5c8bb01..f0ba458dcc8 100644
--- a/source/blender/draw/engines/eevee/eevee_private.h
+++ b/source/blender/draw/engines/eevee/eevee_private.h
@@ -312,8 +312,6 @@ typedef struct EEVEE_ShadowCascade {
 } EEVEE_ShadowCascade;
 
 typedef struct EEVEE_ShadowRender {
-       float shadowmat[6][4][4]; /* World->Lamp->NDC : used to render the 
shadow map. 6 frustum for cubemap shadow */
-       float viewmat[6][4][4]; /* World->Lamp : used to render the shadow map. 
6 viewmat for cubemap shadow */
        float position[3], pad;
        float cube_texel_size;
        float stored_texel_size;
diff --git a/source/blender/draw/engines/eevee/shaders/shadow_copy_frag.glsl 
b/source/blender/draw/engines/eevee/shaders/shadow_copy_frag.glsl
index 67b0fc2bdfc..4ae22b480f1 100644
--- a/source/blender/draw/engines/eevee/shaders/shadow_copy_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/shadow_copy_frag.glsl
@@ -2,8 +2,6 @@
  * to linear depth (or other storage method) and doing a 3x3 box filter. */
 
 layout(std140) uniform shadow_render_block {
-       mat4 ShadowMatrix[6];
-       mat4 FaceViewMatrix[6];
        vec4 lampPosition;
        float cubeTexelSize;
        float storedTexelSize;
diff --git a/source/blender/draw/engines/eevee/shaders/shadow_geom.glsl 
b/source/blender/draw/engines/eevee/shaders/shadow_geom.glsl
deleted file mode 100644
index ea51fa73a65..00000000000
--- a/source/blender/draw/engines/eevee/shaders/shadow_geom.glsl
+++ /dev/null
@@ -1,53 +0,0 @@
-
-layout(std140) uniform shadow_render_block {
-       mat4 ShadowMatrix[6];
-       mat4 FaceViewMatrix[6];
-       vec4 lampPosition;
-       float cubeTexelSize;
-       float storedTexelSize;
-       float nearClip;
-       float farClip;
-       int shadowSampleCount;
-       float shadowInvSampleCount;
-};
-
-layout(triangles) in;
-layout(triangle_strip, max_vertices=3) out;
-
-in vec4 vPos[];
-flat in int face[];
-
-#ifdef MESH_SHADER
-in vec3 vNor[];
-#endif
-
-out vec3 worldPosition;
-#ifdef MESH_SHADER
-out vec3 viewPosition; /* Required. otherwise generate linking error. */
-out vec3 worldNormal; /* Required. otherwise generate linking error. */
-out vec3 viewNormal; /* Required. otherwise generate linking error. */
-flat out int shFace;
-#else
-int shFace;
-#endif
-
-void main() {
-       shFace = face[0];
-       gl_Layer = shFace;
-
-       for (int v = 0; v < 3; ++v) {
-               gl_Position = ShadowMatrix[shFace] * vPos[v];
-               worldPosition = vPos[v].xyz;
-#ifdef MESH_SHADER
-               worldNormal = vNor[v];
-               viewPosition = (FaceViewMatrix[shFace] * vec4(worldPosition, 
1.0)).xyz;
-               viewNormal = (FaceViewMatrix[shFace] * vec4(worldNormal, 
0.0)).xyz;
-#ifdef ATTRIB
-               pass_attrib(v);
-#endif
-#endif
-               EmitVertex();
-       }
-
-       EndPrimitive();
-}
\ No newline at end of file
diff --git a/source/blender/draw/engines/eevee/shaders/shadow_store_frag.glsl 
b/source/blender/draw/engines/eevee/shaders/shadow_store_frag.glsl
index 0fc7e4c9396..b40155be454 100644
--- a/source/blender/draw/engines/eevee/shaders/shadow_store_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/shadow_store_frag.glsl
@@ -1,7 +1,5 @@
 
 layout(std140) uniform shadow_render_block {
-       mat4 ShadowMatrix[6];
-       mat4 FaceViewMatrix[6];
        vec4 lampPosition;
        float cubeTexelSize;
        float storedTexelSize;

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