diff --git a/core/renderer/shaders/3D_colorNormal.frag b/core/renderer/shaders/3D_colorNormal.frag index 304d23c72e..628262bf14 100644 --- a/core/renderer/shaders/3D_colorNormal.frag +++ b/core/renderer/shaders/3D_colorNormal.frag @@ -25,16 +25,6 @@ const char* CC3D_colorNormal_frag = R"( -#ifndef MAX_DIRECTIONAL_LIGHT_NUM -#define MAX_DIRECTIONAL_LIGHT_NUM 0 -#endif -#ifndef MAX_POINT_LIGHT_NUM -#define MAX_POINT_LIGHT_NUM 0 -#endif -#ifndef MAX_SPOT_LIGHT_NUM -#define MAX_SPOT_LIGHT_NUM 0 -#endif - #if (MAX_DIRECTIONAL_LIGHT_NUM > 0) uniform vec3 u_DirLightSourceColor[MAX_DIRECTIONAL_LIGHT_NUM]; uniform vec3 u_DirLightSourceDirection[MAX_DIRECTIONAL_LIGHT_NUM]; diff --git a/core/renderer/shaders/3D_colorNormalTexture.frag b/core/renderer/shaders/3D_colorNormalTexture.frag index f19e7b8733..481c11f00b 100644 --- a/core/renderer/shaders/3D_colorNormalTexture.frag +++ b/core/renderer/shaders/3D_colorNormalTexture.frag @@ -25,16 +25,6 @@ const char* CC3D_colorNormalTexture_frag = R"( -#ifndef MAX_DIRECTIONAL_LIGHT_NUM -#define MAX_DIRECTIONAL_LIGHT_NUM 0 -#endif -#ifndef MAX_POINT_LIGHT_NUM -#define MAX_POINT_LIGHT_NUM 0 -#endif -#ifndef MAX_SPOT_LIGHT_NUM -#define MAX_SPOT_LIGHT_NUM 0 -#endif - #if (MAX_DIRECTIONAL_LIGHT_NUM > 0) uniform vec3 u_DirLightSourceColor[MAX_DIRECTIONAL_LIGHT_NUM]; uniform vec3 u_DirLightSourceDirection[MAX_DIRECTIONAL_LIGHT_NUM]; diff --git a/core/renderer/shaders/3D_positionNormalTexture.vert b/core/renderer/shaders/3D_positionNormalTexture.vert index f751adf7c2..5d84a94ab1 100644 --- a/core/renderer/shaders/3D_positionNormalTexture.vert +++ b/core/renderer/shaders/3D_positionNormalTexture.vert @@ -25,16 +25,6 @@ const char* CC3D_positionNormalTexture_vert = R"( -#ifndef MAX_DIRECTIONAL_LIGHT_NUM -#define MAX_DIRECTIONAL_LIGHT_NUM 0 -#endif -#ifndef MAX_POINT_LIGHT_NUM -#define MAX_POINT_LIGHT_NUM 0 -#endif -#ifndef MAX_SPOT_LIGHT_NUM -#define MAX_SPOT_LIGHT_NUM 0 -#endif - #ifdef USE_NORMAL_MAPPING #if (MAX_DIRECTIONAL_LIGHT_NUM > 0) uniform vec3 u_DirLightSourceDirection[MAX_DIRECTIONAL_LIGHT_NUM]; @@ -154,16 +144,6 @@ void main(void) const char* CC3D_skinPositionNormalTexture_vert = R"( -#ifndef MAX_DIRECTIONAL_LIGHT_NUM -#define MAX_DIRECTIONAL_LIGHT_NUM 0 -#endif -#ifndef MAX_POINT_LIGHT_NUM -#define MAX_POINT_LIGHT_NUM 0 -#endif -#ifndef MAX_SPOT_LIGHT_NUM -#define MAX_SPOT_LIGHT_NUM 0 -#endif - #ifdef USE_NORMAL_MAPPING #if (MAX_DIRECTIONAL_LIGHT_NUM > 0) uniform vec3 u_DirLightSourceDirection[MAX_DIRECTIONAL_LIGHT_NUM];