diff --git a/manimlib/shaders/inserts/finalize_color.glsl b/manimlib/shaders/inserts/finalize_color.glsl index 0fc22cde..f02705cd 100644 --- a/manimlib/shaders/inserts/finalize_color.glsl +++ b/manimlib/shaders/inserts/finalize_color.glsl @@ -1,3 +1,9 @@ +uniform vec3 light_source_position; +uniform vec3 camera_position; +uniform float reflectiveness; +uniform float gloss; +uniform float shadow; + vec3 float_to_color(float value, float min_val, float max_val, vec3[9] colormap_data){ float alpha = clamp((value - min_val) / (max_val - min_val), 0.0, 1.0); int disc_alpha = min(int(alpha * 8), 7); diff --git a/manimlib/shaders/mandelbrot_fractal/frag.glsl b/manimlib/shaders/mandelbrot_fractal/frag.glsl index 0a2d40cc..a75c838b 100644 --- a/manimlib/shaders/mandelbrot_fractal/frag.glsl +++ b/manimlib/shaders/mandelbrot_fractal/frag.glsl @@ -1,12 +1,5 @@ #version 330 -uniform vec3 light_source_position; -uniform vec3 camera_position; -uniform float reflectiveness; -uniform float gloss; -uniform float shadow; -uniform float focal_distance; - uniform vec2 parameter; uniform float opacity; uniform float n_steps; diff --git a/manimlib/shaders/newton_fractal/frag.glsl b/manimlib/shaders/newton_fractal/frag.glsl index 74d4f4e9..c976038f 100644 --- a/manimlib/shaders/newton_fractal/frag.glsl +++ b/manimlib/shaders/newton_fractal/frag.glsl @@ -1,12 +1,5 @@ #version 330 -uniform vec3 light_source_position; -uniform vec3 camera_position; -uniform float reflectiveness; -uniform float gloss; -uniform float shadow; -uniform float focal_distance; - uniform vec4 color0; uniform vec4 color1; uniform vec4 color2; diff --git a/manimlib/shaders/quadratic_bezier_fill/geom.glsl b/manimlib/shaders/quadratic_bezier_fill/geom.glsl index a0692773..fd5bc893 100644 --- a/manimlib/shaders/quadratic_bezier_fill/geom.glsl +++ b/manimlib/shaders/quadratic_bezier_fill/geom.glsl @@ -6,13 +6,6 @@ layout (triangle_strip, max_vertices = 5) out; uniform float anti_alias_width; uniform vec2 pixel_shape; -// Needed for finalize_color -uniform vec3 light_source_position; -uniform vec3 camera_position; -uniform float reflectiveness; -uniform float gloss; -uniform float shadow; - in vec3 verts[3]; in float v_orientation[3]; in vec4 v_color[3]; diff --git a/manimlib/shaders/quadratic_bezier_stroke/geom.glsl b/manimlib/shaders/quadratic_bezier_stroke/geom.glsl index 92806509..a51ed2dd 100644 --- a/manimlib/shaders/quadratic_bezier_stroke/geom.glsl +++ b/manimlib/shaders/quadratic_bezier_stroke/geom.glsl @@ -6,14 +6,7 @@ layout (triangle_strip, max_vertices = 6) out; uniform float anti_alias_width; uniform float flat_stroke; uniform vec2 pixel_shape; - -//Needed for lighting -uniform vec3 light_source_position; -uniform vec3 camera_position; uniform float joint_type; -uniform float reflectiveness; -uniform float gloss; -uniform float shadow; in vec3 verts[3]; diff --git a/manimlib/shaders/surface/vert.glsl b/manimlib/shaders/surface/vert.glsl index 845830cc..be1ed7cc 100644 --- a/manimlib/shaders/surface/vert.glsl +++ b/manimlib/shaders/surface/vert.glsl @@ -1,10 +1,5 @@ #version 330 -uniform vec3 light_source_position; -uniform vec3 camera_position; -uniform float reflectiveness; -uniform float gloss; -uniform float shadow; uniform vec4 clip_plane; in vec3 point; diff --git a/manimlib/shaders/textured_surface/frag.glsl b/manimlib/shaders/textured_surface/frag.glsl index dc31ba36..65d4aa8f 100644 --- a/manimlib/shaders/textured_surface/frag.glsl +++ b/manimlib/shaders/textured_surface/frag.glsl @@ -3,12 +3,6 @@ uniform sampler2D LightTexture; uniform sampler2D DarkTexture; uniform float num_textures; -uniform vec3 light_source_position; -uniform vec3 camera_position; -uniform float reflectiveness; -uniform float gloss; -uniform float shadow; -uniform float focal_distance; in vec3 xyz_coords; in vec3 v_normal; diff --git a/manimlib/shaders/true_dot/frag.glsl b/manimlib/shaders/true_dot/frag.glsl index fe590657..caf221ba 100644 --- a/manimlib/shaders/true_dot/frag.glsl +++ b/manimlib/shaders/true_dot/frag.glsl @@ -1,12 +1,6 @@ #version 330 -uniform vec3 light_source_position; -uniform vec3 camera_position; -uniform float reflectiveness; -uniform float gloss; -uniform float shadow; uniform float anti_alias_width; -uniform float focal_distance; uniform float glow_factor; in vec4 color;