diff --git a/binaries/data/mods/public/shaders/glsl/model_common.fs b/binaries/data/mods/public/shaders/glsl/model_common.fs
index 5096f0816f..3157fa4834 100644
--- a/binaries/data/mods/public/shaders/glsl/model_common.fs
+++ b/binaries/data/mods/public/shaders/glsl/model_common.fs
@@ -13,12 +13,12 @@ void main()
{
vec2 coord = v_tex;
- #if (USE_INSTANCING || USE_GPU_SKINNING) && (USE_PARALLAX || USE_NORMAL_MAP)
+ #if USE_INSTANCING && (USE_PARALLAX || USE_NORMAL_MAP)
vec3 bitangent = vec3(v_normal.w, v_tangent.w, v_lighting.w);
mat3 tbn = mat3(v_tangent.xyz, bitangent, v_normal.xyz);
#endif
- #if (USE_INSTANCING || USE_GPU_SKINNING) && USE_PARALLAX
+ #if USE_INSTANCING && USE_PARALLAX
{
float h = SAMPLE_2D(GET_DRAW_TEXTURE_2D(normTex), coord).a;
@@ -82,7 +82,7 @@ void main()
vec3 normal = normalize(v_normal.xyz);
#endif
- #if (USE_INSTANCING || USE_GPU_SKINNING) && USE_NORMAL_MAP
+ #if USE_INSTANCING && USE_NORMAL_MAP
normal = calculateNormal(normal, SAMPLE_2D(GET_DRAW_TEXTURE_2D(normTex), coord).rgb, tbn, effectSettings.x);
vec3 sundiffuse = max(dot(-sunDir, normal), 0.0) * sunColor;
#else
@@ -99,7 +99,7 @@ void main()
emissionWeight = s.a;
#endif
- #if (USE_INSTANCING || USE_GPU_SKINNING) && USE_AO
+ #if USE_INSTANCING && USE_AO
float ao = SAMPLE_2D(GET_DRAW_TEXTURE_2D(aoTex), v_tex2).r;
#else
float ao = 1.0;
diff --git a/binaries/data/mods/public/shaders/glsl/model_common.h b/binaries/data/mods/public/shaders/glsl/model_common.h
index 39218987ef..8f083a45ec 100644
--- a/binaries/data/mods/public/shaders/glsl/model_common.h
+++ b/binaries/data/mods/public/shaders/glsl/model_common.h
@@ -1,11 +1,6 @@
#include "common/shadows.h"
#include "common/stage.h"
-#if USE_GPU_SKINNING
-const int MAX_INFLUENCES = 4;
-const int MAX_BONES = 64;
-#endif
-
BEGIN_DRAW_TEXTURES
TEXTURE_2D(0, baseTex)
TEXTURE_2D(1, aoTex)
@@ -48,26 +43,23 @@ BEGIN_MATERIAL_UNIFORMS
#if USE_SHADOW
SHADOWS_UNIFORMS
#endif
-#if USE_GPU_SKINNING
- UNIFORM(mat4, skinBlendMatrices[MAX_BONES]);
-#endif
END_MATERIAL_UNIFORMS
VERTEX_OUTPUT(0, vec4, v_lighting);
VERTEX_OUTPUT(1, vec2, v_tex);
-#if (USE_INSTANCING || USE_GPU_SKINNING) && USE_AO
+#if USE_INSTANCING && USE_AO
VERTEX_OUTPUT(2, vec2, v_tex2);
#endif
#if USE_NORMAL_MAP || USE_SPECULAR_MAP || USE_PARALLAX
VERTEX_OUTPUT(3, vec4, v_normal);
-#if (USE_INSTANCING || USE_GPU_SKINNING) && (USE_NORMAL_MAP || USE_PARALLAX)
+#if USE_INSTANCING && (USE_NORMAL_MAP || USE_PARALLAX)
VERTEX_OUTPUT(4, vec4, v_tangent);
//VERTEX_OUTPUT(5, vec3, v_bitangent);
#endif
#if USE_SPECULAR_MAP
VERTEX_OUTPUT(6, vec3, v_half);
#endif
-#if (USE_INSTANCING || USE_GPU_SKINNING) && USE_PARALLAX
+#if USE_INSTANCING && USE_PARALLAX
VERTEX_OUTPUT(7, vec3, v_eyeVec);
#endif
#endif
diff --git a/binaries/data/mods/public/shaders/glsl/model_common.vs b/binaries/data/mods/public/shaders/glsl/model_common.vs
index 878dbb5531..69695a893b 100644
--- a/binaries/data/mods/public/shaders/glsl/model_common.vs
+++ b/binaries/data/mods/public/shaders/glsl/model_common.vs
@@ -8,17 +8,13 @@
VERTEX_INPUT_ATTRIBUTE(0, vec3, a_vertex);
VERTEX_INPUT_ATTRIBUTE(1, vec3, a_normal);
-#if (USE_INSTANCING || USE_GPU_SKINNING)
+#if USE_INSTANCING
VERTEX_INPUT_ATTRIBUTE(2, vec4, a_tangent);
#endif
VERTEX_INPUT_ATTRIBUTE(3, vec2, a_uv0);
#if USE_AO
VERTEX_INPUT_ATTRIBUTE(4, vec2, a_uv1);
#endif
-#if USE_GPU_SKINNING
-VERTEX_INPUT_ATTRIBUTE(5, vec4, a_skinJoints);
-VERTEX_INPUT_ATTRIBUTE(6, vec4, a_skinWeights);
-#endif
vec4 fakeCos(vec4 x)
{
@@ -28,24 +24,6 @@ vec4 fakeCos(vec4 x)
void main()
{
- #if USE_GPU_SKINNING
- vec3 p = vec3(0.0);
- vec3 n = vec3(0.0);
- for (int i = 0; i < MAX_INFLUENCES; ++i) {
- int joint = int(a_skinJoints[i]);
- if (joint != 0xff) {
- mat4 m = skinBlendMatrices[joint];
- p += vec3(m * vec4(a_vertex, 1.0)) * a_skinWeights[i];
- n += vec3(m * vec4(a_normal, 0.0)) * a_skinWeights[i];
- }
- }
- vec4 position = instancingTransform * vec4(p, 1.0);
- mat3 normalMatrix = mat3(instancingTransform[0].xyz, instancingTransform[1].xyz, instancingTransform[2].xyz);
- vec3 normal = normalMatrix * normalize(n);
- #if (USE_NORMAL_MAP || USE_PARALLAX)
- vec3 tangent = normalMatrix * a_tangent.xyz;
- #endif
- #else
#if (USE_INSTANCING)
vec4 position = instancingTransform * vec4(a_vertex, 1.0);
mat3 normalMatrix = mat3(instancingTransform[0].xyz, instancingTransform[1].xyz, instancingTransform[2].xyz);
@@ -57,8 +35,6 @@ void main()
vec4 position = vec4(a_vertex, 1.0);
vec3 normal = a_normal;
#endif
- #endif
-
#if USE_WIND
vec2 wind = windData.xy;
@@ -99,7 +75,7 @@ void main()
#if USE_NORMAL_MAP || USE_SPECULAR_MAP || USE_PARALLAX
v_normal.xyz = normal;
- #if (USE_INSTANCING || USE_GPU_SKINNING) && (USE_NORMAL_MAP || USE_PARALLAX)
+ #if USE_INSTANCING && (USE_NORMAL_MAP || USE_PARALLAX)
v_tangent.xyz = tangent;
vec3 bitangent = cross(v_normal.xyz, v_tangent.xyz) * a_tangent.w;
v_normal.w = bitangent.x;
@@ -113,7 +89,7 @@ void main()
vec3 sunVec = -sunDir;
v_half = normalize(sunVec + normalize(eyeVec));
#endif
- #if (USE_INSTANCING || USE_GPU_SKINNING) && USE_PARALLAX
+ #if USE_INSTANCING && USE_PARALLAX
v_eyeVec = eyeVec;
#endif
#endif
@@ -123,7 +99,7 @@ void main()
v_tex = a_uv0;
- #if (USE_INSTANCING || USE_GPU_SKINNING) && USE_AO
+ #if USE_INSTANCING && USE_AO
v_tex2 = a_uv1;
#endif
diff --git a/binaries/data/mods/public/shaders/glsl/model_common.xml b/binaries/data/mods/public/shaders/glsl/model_common.xml
index 17ababd31a..67bf433029 100644
--- a/binaries/data/mods/public/shaders/glsl/model_common.xml
+++ b/binaries/data/mods/public/shaders/glsl/model_common.xml
@@ -6,9 +6,7 @@
-
-
-
+
diff --git a/binaries/data/mods/public/shaders/glsl/model_solid.xml b/binaries/data/mods/public/shaders/glsl/model_solid.xml
index 8c7c4697e5..9923cb49e1 100644
--- a/binaries/data/mods/public/shaders/glsl/model_solid.xml
+++ b/binaries/data/mods/public/shaders/glsl/model_solid.xml
@@ -6,9 +6,7 @@
-
-
-
+
diff --git a/binaries/data/mods/public/shaders/glsl/model_solid_player.xml b/binaries/data/mods/public/shaders/glsl/model_solid_player.xml
index d80430aac7..990da856e8 100644
--- a/binaries/data/mods/public/shaders/glsl/model_solid_player.xml
+++ b/binaries/data/mods/public/shaders/glsl/model_solid_player.xml
@@ -7,9 +7,7 @@
-
-
-
+
diff --git a/binaries/data/mods/public/shaders/glsl/model_solid_tex.xml b/binaries/data/mods/public/shaders/glsl/model_solid_tex.xml
index b56a92a446..cc5a8a0ad0 100644
--- a/binaries/data/mods/public/shaders/glsl/model_solid_tex.xml
+++ b/binaries/data/mods/public/shaders/glsl/model_solid_tex.xml
@@ -6,9 +6,7 @@
-
-
-
+