Cleanup: GPUShader: Remove unused shaders
This commit is contained in:
@@ -146,8 +146,6 @@ data_to_c_simple(shaders/gpu_shader_uniform_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_checker_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_diag_stripes_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_simple_lighting_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_simple_lighting_smooth_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_simple_lighting_smooth_color_alpha_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_flat_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_flat_id_frag.glsl SRC)
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@@ -165,7 +163,6 @@ data_to_c_simple(shaders/gpu_shader_2D_line_dashed_uniform_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_line_dashed_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_smooth_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_smooth_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_smooth_color_dithered_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_image_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_image_rect_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_image_multi_rect_vert.glsl SRC)
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@@ -179,16 +176,12 @@ data_to_c_simple(shaders/gpu_shader_image_modulate_alpha_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_alpha_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_varying_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_depth_linear_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_depth_copy_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_multisample_resolve_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_image_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_normal_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_flat_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_line_dashed_uniform_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_smooth_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_normal_smooth_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_smooth_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_passthrough_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_clipped_uniform_color_vert.glsl SRC)
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@@ -107,10 +107,6 @@ typedef enum eGPUBuiltinShader {
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GPU_SHADER_TEXT,
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GPU_SHADER_KEYFRAME_DIAMOND,
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GPU_SHADER_SIMPLE_LIGHTING,
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GPU_SHADER_SIMPLE_LIGHTING_FLAT_COLOR,
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GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR,
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GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR_ALPHA,
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/* for simple 2D drawing */
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/**
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* Take a single color for all the vertices and a 2D position for each vertex.
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@@ -133,7 +129,6 @@ typedef enum eGPUBuiltinShader {
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* \param pos: in vec2
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*/
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GPU_SHADER_2D_SMOOTH_COLOR,
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GPU_SHADER_2D_SMOOTH_COLOR_DITHER,
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GPU_SHADER_2D_IMAGE,
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GPU_SHADER_2D_IMAGE_COLOR,
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GPU_SHADER_2D_IMAGE_DESATURATE_COLOR,
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@@ -141,14 +136,6 @@ typedef enum eGPUBuiltinShader {
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GPU_SHADER_2D_IMAGE_ALPHA,
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GPU_SHADER_2D_IMAGE_RECT_COLOR,
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GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR,
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GPU_SHADER_2D_IMAGE_MULTISAMPLE_2,
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GPU_SHADER_2D_IMAGE_MULTISAMPLE_4,
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GPU_SHADER_2D_IMAGE_MULTISAMPLE_8,
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GPU_SHADER_2D_IMAGE_MULTISAMPLE_16,
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GPU_SHADER_2D_IMAGE_MULTISAMPLE_2_DEPTH_TEST,
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GPU_SHADER_2D_IMAGE_MULTISAMPLE_4_DEPTH_TEST,
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GPU_SHADER_2D_IMAGE_MULTISAMPLE_8_DEPTH_TEST,
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GPU_SHADER_2D_IMAGE_MULTISAMPLE_16_DEPTH_TEST,
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GPU_SHADER_2D_CHECKER,
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GPU_SHADER_2D_DIAG_STRIPES,
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/* for simple 3D drawing */
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@@ -159,8 +146,6 @@ typedef enum eGPUBuiltinShader {
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_UNIFORM_COLOR,
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/* Sets Z-depth to 1.0 (draw onto background). */
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GPU_SHADER_3D_UNIFORM_COLOR_BACKGROUND,
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/**
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* Take a 3D position and color for each vertex without color interpolation.
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*
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@@ -196,18 +181,6 @@ typedef enum eGPUBuiltinShader {
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_IMAGE_MODULATE_ALPHA,
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/**
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* Draw linearized depth texture relate to near and far distances.
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* Take a 3D position and a 2D texture coordinate for each vertex.
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*
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* \param znear: uniform float
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* \param zfar: uniform float
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* \param image: uniform sampler2D
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* \param texCoord: in vec2
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_IMAGE_DEPTH,
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GPU_SHADER_3D_IMAGE_DEPTH_COPY,
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/* points */
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/**
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* Draw round points with a hardcoded size.
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@@ -54,9 +54,6 @@ extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
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extern char datatoc_gpu_shader_checker_frag_glsl[];
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extern char datatoc_gpu_shader_diag_stripes_frag_glsl[];
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extern char datatoc_gpu_shader_simple_lighting_frag_glsl[];
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extern char datatoc_gpu_shader_simple_lighting_flat_color_frag_glsl[];
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extern char datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl[];
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extern char datatoc_gpu_shader_simple_lighting_smooth_color_alpha_frag_glsl[];
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extern char datatoc_gpu_shader_flat_color_frag_glsl[];
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extern char datatoc_gpu_shader_flat_color_alpha_test_0_frag_glsl[];
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extern char datatoc_gpu_shader_flat_id_frag_glsl[];
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@@ -67,7 +64,6 @@ extern char datatoc_gpu_shader_2D_flat_color_vert_glsl[];
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extern char datatoc_gpu_shader_2D_smooth_color_uniform_alpha_vert_glsl[];
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extern char datatoc_gpu_shader_2D_smooth_color_vert_glsl[];
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extern char datatoc_gpu_shader_2D_smooth_color_frag_glsl[];
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extern char datatoc_gpu_shader_2D_smooth_color_dithered_frag_glsl[];
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extern char datatoc_gpu_shader_2D_image_vert_glsl[];
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extern char datatoc_gpu_shader_2D_image_rect_vert_glsl[];
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extern char datatoc_gpu_shader_2D_image_multi_rect_vert_glsl[];
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@@ -89,15 +85,10 @@ extern char datatoc_gpu_shader_image_alpha_color_frag_glsl[];
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extern char datatoc_gpu_shader_image_shuffle_color_frag_glsl[];
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extern char datatoc_gpu_shader_image_mask_uniform_color_frag_glsl[];
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extern char datatoc_gpu_shader_image_modulate_alpha_frag_glsl[];
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extern char datatoc_gpu_shader_image_depth_linear_frag_glsl[];
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extern char datatoc_gpu_shader_image_depth_copy_frag_glsl[];
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extern char datatoc_gpu_shader_image_multisample_resolve_frag_glsl[];
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extern char datatoc_gpu_shader_3D_vert_glsl[];
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extern char datatoc_gpu_shader_3D_normal_vert_glsl[];
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extern char datatoc_gpu_shader_3D_flat_color_vert_glsl[];
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extern char datatoc_gpu_shader_3D_smooth_color_vert_glsl[];
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extern char datatoc_gpu_shader_3D_normal_flat_color_vert_glsl[];
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extern char datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl[];
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extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
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extern char datatoc_gpu_shader_3D_passthrough_vert_glsl[];
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extern char datatoc_gpu_shader_3D_clipped_uniform_color_vert_glsl[];
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@@ -884,23 +875,6 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
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.vert = datatoc_gpu_shader_3D_normal_vert_glsl,
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.frag = datatoc_gpu_shader_simple_lighting_frag_glsl,
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},
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/* Use 'USE_FLAT_NORMAL' to make flat shader from smooth */
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[GPU_SHADER_SIMPLE_LIGHTING_FLAT_COLOR] =
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{
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.vert = datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl,
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.frag = datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl,
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.defs = "#define USE_FLAT_NORMAL\n",
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},
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[GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR] =
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{
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.vert = datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl,
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.frag = datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl,
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},
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[GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR_ALPHA] =
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{
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.vert = datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl,
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.frag = datatoc_gpu_shader_simple_lighting_smooth_color_alpha_frag_glsl,
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},
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[GPU_SHADER_2D_IMAGE_MASK_UNIFORM_COLOR] =
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{
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@@ -912,69 +886,6 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
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.vert = datatoc_gpu_shader_3D_image_vert_glsl,
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.frag = datatoc_gpu_shader_image_modulate_alpha_frag_glsl,
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},
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[GPU_SHADER_3D_IMAGE_DEPTH] =
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{
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.vert = datatoc_gpu_shader_3D_image_vert_glsl,
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.frag = datatoc_gpu_shader_image_depth_linear_frag_glsl,
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},
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[GPU_SHADER_3D_IMAGE_DEPTH_COPY] =
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{
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.vert = datatoc_gpu_shader_3D_image_vert_glsl,
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.frag = datatoc_gpu_shader_image_depth_copy_frag_glsl,
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},
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[GPU_SHADER_2D_IMAGE_MULTISAMPLE_2] =
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{
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.vert = datatoc_gpu_shader_2D_vert_glsl,
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.frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
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.defs = "#define SAMPLES 2\n",
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},
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[GPU_SHADER_2D_IMAGE_MULTISAMPLE_4] =
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{
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.vert = datatoc_gpu_shader_2D_vert_glsl,
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.frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
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.defs = "#define SAMPLES 4\n",
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},
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[GPU_SHADER_2D_IMAGE_MULTISAMPLE_8] =
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{
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.vert = datatoc_gpu_shader_2D_vert_glsl,
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.frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
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.defs = "#define SAMPLES 8\n",
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},
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[GPU_SHADER_2D_IMAGE_MULTISAMPLE_16] =
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{
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.vert = datatoc_gpu_shader_2D_vert_glsl,
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.frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
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.defs = "#define SAMPLES 16\n",
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},
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[GPU_SHADER_2D_IMAGE_MULTISAMPLE_2_DEPTH_TEST] =
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{
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.vert = datatoc_gpu_shader_2D_vert_glsl,
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.frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
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.defs = "#define SAMPLES 2\n"
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"#define USE_DEPTH\n",
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},
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[GPU_SHADER_2D_IMAGE_MULTISAMPLE_4_DEPTH_TEST] =
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{
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.vert = datatoc_gpu_shader_2D_vert_glsl,
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.frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
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.defs = "#define SAMPLES 4\n"
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"#define USE_DEPTH\n",
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},
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[GPU_SHADER_2D_IMAGE_MULTISAMPLE_8_DEPTH_TEST] =
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{
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.vert = datatoc_gpu_shader_2D_vert_glsl,
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.frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
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.defs = "#define SAMPLES 8\n"
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"#define USE_DEPTH\n",
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},
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[GPU_SHADER_2D_IMAGE_MULTISAMPLE_16_DEPTH_TEST] =
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{
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.vert = datatoc_gpu_shader_2D_vert_glsl,
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.frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
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.defs = "#define SAMPLES 16\n"
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"#define USE_DEPTH\n",
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},
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[GPU_SHADER_2D_CHECKER] =
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{
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.vert = datatoc_gpu_shader_2D_vert_glsl,
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@@ -1002,11 +913,6 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
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.vert = datatoc_gpu_shader_2D_smooth_color_vert_glsl,
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.frag = datatoc_gpu_shader_2D_smooth_color_frag_glsl,
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},
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[GPU_SHADER_2D_SMOOTH_COLOR_DITHER] =
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{
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.vert = datatoc_gpu_shader_2D_smooth_color_vert_glsl,
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.frag = datatoc_gpu_shader_2D_smooth_color_dithered_frag_glsl,
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},
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[GPU_SHADER_2D_IMAGE_OVERLAYS_MERGE] =
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{
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.vert = datatoc_gpu_shader_2D_image_vert_glsl,
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@@ -1058,12 +964,6 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
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.vert = datatoc_gpu_shader_3D_vert_glsl,
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.frag = datatoc_gpu_shader_uniform_color_frag_glsl,
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},
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[GPU_SHADER_3D_UNIFORM_COLOR_BACKGROUND] =
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{
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.vert = datatoc_gpu_shader_3D_vert_glsl,
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.frag = datatoc_gpu_shader_uniform_color_frag_glsl,
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.defs = "#define USE_BACKGROUND\n",
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},
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[GPU_SHADER_3D_FLAT_COLOR] =
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{
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.vert = datatoc_gpu_shader_3D_flat_color_vert_glsl,
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@@ -1,18 +0,0 @@
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noperspective in vec4 finalColor;
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out vec4 fragColor;
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/* 4x4 bayer matrix prepared for 8bit UNORM precision error. */
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#define P(x) (((x + 0.5) * (1.0 / 16.0) - 0.5) * (1.0 / 255.0))
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const vec4 dither_mat4x4[4] = vec4[4](vec4(P(0.0), P(8.0), P(2.0), P(10.0)),
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vec4(P(12.0), P(4.0), P(14.0), P(6.0)),
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vec4(P(3.0), P(11.0), P(1.0), P(9.0)),
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vec4(P(15.0), P(7.0), P(13.0), P(5.0)));
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void main()
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{
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ivec2 tx1 = ivec2(gl_FragCoord.xy) % 4;
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ivec2 tx2 = ivec2(gl_FragCoord.xy) % 2;
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float dither_noise = dither_mat4x4[tx1.x][tx1.y];
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fragColor = finalColor + dither_noise;
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}
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@@ -1,22 +0,0 @@
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uniform mat4 ModelViewProjectionMatrix;
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uniform mat3 NormalMatrix;
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in vec3 pos;
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in vec3 nor;
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in vec4 color;
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#ifdef USE_FLAT_NORMAL
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flat out vec3 normal;
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flat out vec4 finalColor;
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#else
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out vec3 normal;
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out vec4 finalColor;
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#endif
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void main()
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{
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normal = normalize(NormalMatrix * nor);
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gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
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finalColor = color;
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}
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@@ -1,12 +0,0 @@
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in vec2 texCoord_interp;
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out vec4 fragColor;
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uniform sampler2D image;
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void main()
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{
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float depth = texture(image, texCoord_interp).r;
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fragColor = vec4(depth);
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gl_FragDepth = depth;
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}
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@@ -1,16 +0,0 @@
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in vec2 texCoord_interp;
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out vec4 fragColor;
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uniform float znear;
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uniform float zfar;
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uniform sampler2D image;
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void main()
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{
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float depth = texture(image, texCoord_interp).r;
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/* normalize */
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fragColor.rgb = vec3((2.0f * znear) / (zfar + znear - (depth * (zfar - znear))));
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fragColor.a = 1.0f;
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}
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@@ -1,119 +0,0 @@
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uniform sampler2DMS depthMulti;
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uniform sampler2DMS colorMulti;
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out vec4 fragColor;
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#if SAMPLES > 16
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# error "Too many samples"
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#endif
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void main()
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{
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ivec2 texel = ivec2(gl_FragCoord.xy);
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bvec4 b1, b2, b3, b4;
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vec4 w1, w2, w3, w4;
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vec4 d1, d2, d3, d4;
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vec4 c1, c2, c3, c4, c5, c6, c7, c8;
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vec4 c9, c10, c11, c12, c13, c14, c15, c16;
|
||||
d1 = d2 = d3 = d4 = vec4(0.5);
|
||||
w1 = w2 = w3 = w4 = vec4(0.0);
|
||||
c1 = c2 = c3 = c4 = c5 = c6 = c7 = c8 = vec4(0.0);
|
||||
c9 = c10 = c11 = c12 = c13 = c14 = c15 = c16 = vec4(0.0);
|
||||
|
||||
#ifdef USE_DEPTH
|
||||
/* Depth */
|
||||
d1.x = texelFetch(depthMulti, texel, 0).r;
|
||||
d1.y = texelFetch(depthMulti, texel, 1).r;
|
||||
# if SAMPLES > 2
|
||||
d1.z = texelFetch(depthMulti, texel, 2).r;
|
||||
d1.w = texelFetch(depthMulti, texel, 3).r;
|
||||
# endif
|
||||
# if SAMPLES > 4
|
||||
d2.x = texelFetch(depthMulti, texel, 4).r;
|
||||
d2.y = texelFetch(depthMulti, texel, 5).r;
|
||||
d2.z = texelFetch(depthMulti, texel, 6).r;
|
||||
d2.w = texelFetch(depthMulti, texel, 7).r;
|
||||
# endif
|
||||
# if SAMPLES > 8
|
||||
d3.x = texelFetch(depthMulti, texel, 8).r;
|
||||
d3.y = texelFetch(depthMulti, texel, 9).r;
|
||||
d3.z = texelFetch(depthMulti, texel, 10).r;
|
||||
d3.w = texelFetch(depthMulti, texel, 11).r;
|
||||
d4.x = texelFetch(depthMulti, texel, 12).r;
|
||||
d4.y = texelFetch(depthMulti, texel, 13).r;
|
||||
d4.z = texelFetch(depthMulti, texel, 14).r;
|
||||
d4.w = texelFetch(depthMulti, texel, 15).r;
|
||||
# endif
|
||||
#endif
|
||||
|
||||
/* COLOR */
|
||||
b1 = notEqual(d1, vec4(1.0));
|
||||
if (any(b1)) {
|
||||
c1 = texelFetch(colorMulti, texel, 0);
|
||||
c2 = texelFetch(colorMulti, texel, 1);
|
||||
#if SAMPLES > 2
|
||||
c3 = texelFetch(colorMulti, texel, 2);
|
||||
c4 = texelFetch(colorMulti, texel, 3);
|
||||
#endif
|
||||
w1 = vec4(b1);
|
||||
}
|
||||
#if SAMPLES > 4
|
||||
b2 = notEqual(d2, vec4(1.0));
|
||||
if (any(b2)) {
|
||||
c5 = texelFetch(colorMulti, texel, 4);
|
||||
c6 = texelFetch(colorMulti, texel, 5);
|
||||
c7 = texelFetch(colorMulti, texel, 6);
|
||||
c8 = texelFetch(colorMulti, texel, 7);
|
||||
w2 = vec4(b2);
|
||||
}
|
||||
#endif
|
||||
#if SAMPLES > 8
|
||||
b3 = notEqual(d3, vec4(1.0));
|
||||
if (any(b3)) {
|
||||
c9 = texelFetch(colorMulti, texel, 8);
|
||||
c10 = texelFetch(colorMulti, texel, 9);
|
||||
c11 = texelFetch(colorMulti, texel, 10);
|
||||
c12 = texelFetch(colorMulti, texel, 11);
|
||||
w3 = vec4(b3);
|
||||
}
|
||||
b4 = notEqual(d4, vec4(1.0));
|
||||
if (any(b4)) {
|
||||
c13 = texelFetch(colorMulti, texel, 12);
|
||||
c14 = texelFetch(colorMulti, texel, 13);
|
||||
c15 = texelFetch(colorMulti, texel, 14);
|
||||
c16 = texelFetch(colorMulti, texel, 15);
|
||||
w4 = vec4(b4);
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef USE_DEPTH
|
||||
# if SAMPLES > 8
|
||||
d1 = min(d1, min(d3, d4));
|
||||
# endif
|
||||
# if SAMPLES > 4
|
||||
d1 = min(d1, d2);
|
||||
d1 = min(d1, d2);
|
||||
# endif
|
||||
# if SAMPLES > 2
|
||||
d1.xy = min(d1.xy, d1.zw);
|
||||
# endif
|
||||
gl_FragDepth = min(d1.x, d1.y);
|
||||
#endif
|
||||
|
||||
c1 = c1 + c2;
|
||||
#if SAMPLES > 2
|
||||
c1 += c3 + c4;
|
||||
#endif
|
||||
#if SAMPLES > 4
|
||||
c1 += c5 + c6 + c7 + c8;
|
||||
#endif
|
||||
#if SAMPLES > 8
|
||||
c1 += c9 + c10 + c11 + c12 + c13 + c14 + c15 + c16;
|
||||
#endif
|
||||
|
||||
const float inv_samples = 1.0 / float(SAMPLES);
|
||||
|
||||
fragColor = c1 * inv_samples;
|
||||
}
|
||||
@@ -1,14 +0,0 @@
|
||||
|
||||
uniform vec3 light;
|
||||
uniform float alpha;
|
||||
uniform float global;
|
||||
|
||||
in vec3 normal;
|
||||
in vec4 finalColor;
|
||||
out vec4 fragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
fragColor = finalColor * (global + (1.0 - global) * max(0.0, dot(normalize(normal), light)));
|
||||
fragColor.a = alpha;
|
||||
}
|
||||
@@ -1,16 +0,0 @@
|
||||
|
||||
uniform vec3 light;
|
||||
|
||||
#ifdef USE_FLAT_NORMAL
|
||||
flat in vec3 normal;
|
||||
flat in vec4 finalColor;
|
||||
#else
|
||||
in vec3 normal;
|
||||
in vec4 finalColor;
|
||||
#endif
|
||||
out vec4 fragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
fragColor = finalColor * max(0.0, dot(normalize(normal), light));
|
||||
}
|
||||
@@ -17,8 +17,4 @@ void main()
|
||||
#else
|
||||
fragColor = color;
|
||||
#endif
|
||||
|
||||
#if defined(USE_BACKGROUND)
|
||||
gl_FragDepth = 1.0;
|
||||
#endif
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user