diff --git a/scripts/cube_logic.lua b/scripts/cube_logic.lua index 5ac9add..9421354 100644 --- a/scripts/cube_logic.lua +++ b/scripts/cube_logic.lua @@ -230,10 +230,6 @@ if cube_mesh_info.loaded then end end -local shader_variants_module = require("shader_variants") -local shader_variants -shader_variants, skybox_color = shader_variants_module.build_cube_variants(config, log_debug, skybox_color) - local camera = { position = {0.0, 0.0, 5.0}, yaw = math.pi, -- Face toward -Z (center of room) @@ -1044,11 +1040,6 @@ function get_scene_objects() return objects end -function get_shader_paths() - return shader_variants -end - - local function build_view_state(aspect) local now = get_time_seconds() local dt = 0.0 diff --git a/scripts/gui_demo.lua b/scripts/gui_demo.lua index ef0667b..059bca3 100644 --- a/scripts/gui_demo.lua +++ b/scripts/gui_demo.lua @@ -169,11 +169,6 @@ function get_scene_objects() return {} -- No 3D objects end -function get_shader_paths() - -- MaterialX shaders are configured via JSON materialx_materials - return {} -end - function get_view_projection(aspect) if not viewProjectionLogged then log_trace("GUI demo view projection: identity (aspect=%.2f)", aspect) diff --git a/scripts/quake3_arena.lua b/scripts/quake3_arena.lua index 517d273..604f7f6 100644 --- a/scripts/quake3_arena.lua +++ b/scripts/quake3_arena.lua @@ -598,11 +598,6 @@ function get_scene_objects() } end -function get_shader_paths() - -- MaterialX shaders are configured via JSON materialx_materials - return {} -end - local function build_view_state(aspect) local now = get_time_seconds() local dt = 0.0 diff --git a/scripts/soundboard.lua b/scripts/soundboard.lua index b42959b..9333e1d 100644 --- a/scripts/soundboard.lua +++ b/scripts/soundboard.lua @@ -224,8 +224,6 @@ local cubeIndices = { 1, 2, 6, 6, 5, 1, } -local shaderVariants = require("shader_variants").build_soundboard_variants() - local camera = { eye = { 2.0, 2.0, 3.0 }, center = { 0.0, 0.0, 0.0 }, @@ -264,10 +262,6 @@ function get_scene_objects() return { createCube({ 0.0, 0.0, -4.0 }) } end -function get_shader_paths() - return shaderVariants -end - function get_view_projection(aspect) local view = math3d.look_at(camera.eye, camera.center, camera.up) local projection = math3d.perspective(camera.fov, aspect, camera.near, camera.far)