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Remove unused #if 0'ed code
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@@ -1146,47 +1146,6 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_m
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state.current_depth_draw = p_material->shader->spatial.depth_draw_mode;
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}
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#if 0
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//blend mode
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if (state.current_blend_mode!=p_material->shader->spatial.blend_mode) {
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switch(p_material->shader->spatial.blend_mode) {
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case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MIX: {
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glBlendEquation(GL_FUNC_ADD);
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if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
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glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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} else {
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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} break;
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case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_ADD: {
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glBlendEquation(GL_FUNC_ADD);
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glBlendFunc(p_alpha_pass?GL_SRC_ALPHA:GL_ONE,GL_ONE);
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} break;
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case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_SUB: {
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glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
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glBlendFunc(GL_SRC_ALPHA,GL_ONE);
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} break;
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case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MUL: {
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glBlendEquation(GL_FUNC_ADD);
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if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
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glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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} else {
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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} break;
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}
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state.current_blend_mode=p_material->shader->spatial.blend_mode;
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}
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#endif
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//material parameters
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state.scene_shader.set_custom_shader(p_material->shader->custom_code_id);
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@@ -3007,16 +2966,6 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result, int p_light_c
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li->light_index = state.spot_light_count;
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copymem(&state.spot_array_tmp[li->light_index * state.ubo_light_size], &ubo_data, state.ubo_light_size);
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state.spot_light_count++;
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#if 0
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if (li->light_ptr->shadow_enabled) {
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CameraMatrix bias;
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bias.set_light_bias();
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Transform modelview=Transform(camera_transform_inverse * li->transform).inverse();
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li->shadow_projection[0] = bias * li->projection * modelview;
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lights_use_shadow=true;
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}
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#endif
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} break;
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}
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