diff --git a/src/engine/renderer/Material.cpp b/src/engine/renderer/Material.cpp index 6fd230a90e..fb05119513 100644 --- a/src/engine/renderer/Material.cpp +++ b/src/engine/renderer/Material.cpp @@ -153,9 +153,6 @@ void UpdateSurfaceDataGeneric3D( uint32_t* materials, Material& material, shader gl_genericShaderMaterial->BindProgram( material.deformIndex ); - gl_genericShaderMaterial->SetUniform_ModelMatrix( backEnd.orientation.transformMatrix ); - gl_genericShaderMaterial->SetUniform_ModelViewProjectionMatrix( glState.modelViewProjectionMatrix[glState.stackIndex] ); - // u_AlphaThreshold gl_genericShaderMaterial->SetUniform_AlphaTest( pStage->stateBits ); @@ -192,8 +189,6 @@ void UpdateSurfaceDataLightMapping( uint32_t* materials, Material& material, sha gl_lightMappingShaderMaterial->BindProgram( material.deformIndex ); - gl_lightMappingShaderMaterial->SetUniform_ModelMatrix( backEnd.orientation.transformMatrix ); - // u_ColorModulate colorGen_t rgbGen = SetRgbGen( pStage ); alphaGen_t alphaGen = SetAlphaGen( pStage ); @@ -385,10 +380,6 @@ void UpdateSurfaceDataLiquid( uint32_t* materials, Material& material, shaderSta gl_liquidShaderMaterial->SetUniform_FogDensity( fogDensity ); gl_liquidShaderMaterial->SetUniform_FogColor( fogColor ); - gl_liquidShaderMaterial->SetUniform_UnprojectMatrix( backEnd.viewParms.unprojectionMatrix ); - gl_liquidShaderMaterial->SetUniform_ModelMatrix( backEnd.orientation.transformMatrix ); - gl_liquidShaderMaterial->SetUniform_ModelViewProjectionMatrix( glState.modelViewProjectionMatrix[glState.stackIndex] ); - // NOTE: specular component is computed by shader. // FIXME: physical mapping is not implemented. if ( pStage->enableSpecularMapping ) {