Cleanup: GPUShader: Remove unused shaders

This commit is contained in:
2020-03-27 17:20:48 +01:00
parent 0c0170f77a
commit a7110618ff
11 changed files with 0 additions and 355 deletions

View File

@@ -146,8 +146,6 @@ data_to_c_simple(shaders/gpu_shader_uniform_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_checker_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_diag_stripes_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_simple_lighting_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_simple_lighting_smooth_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_simple_lighting_smooth_color_alpha_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_flat_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_flat_id_frag.glsl SRC)
@@ -165,7 +163,6 @@ data_to_c_simple(shaders/gpu_shader_2D_line_dashed_uniform_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_line_dashed_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_smooth_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_smooth_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_smooth_color_dithered_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_image_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_image_rect_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_image_multi_rect_vert.glsl SRC)
@@ -179,16 +176,12 @@ data_to_c_simple(shaders/gpu_shader_image_modulate_alpha_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_alpha_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_varying_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_depth_linear_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_depth_copy_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_multisample_resolve_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_image_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_normal_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_flat_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_line_dashed_uniform_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_smooth_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_normal_smooth_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_smooth_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_passthrough_vert.glsl SRC)
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 {
GPU_SHADER_TEXT,
GPU_SHADER_KEYFRAME_DIAMOND,
GPU_SHADER_SIMPLE_LIGHTING,
GPU_SHADER_SIMPLE_LIGHTING_FLAT_COLOR,
GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR,
GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR_ALPHA,
/* for simple 2D drawing */
/**
* Take a single color for all the vertices and a 2D position for each vertex.
@@ -133,7 +129,6 @@ typedef enum eGPUBuiltinShader {
* \param pos: in vec2
*/
GPU_SHADER_2D_SMOOTH_COLOR,
GPU_SHADER_2D_SMOOTH_COLOR_DITHER,
GPU_SHADER_2D_IMAGE,
GPU_SHADER_2D_IMAGE_COLOR,
GPU_SHADER_2D_IMAGE_DESATURATE_COLOR,
@@ -141,14 +136,6 @@ typedef enum eGPUBuiltinShader {
GPU_SHADER_2D_IMAGE_ALPHA,
GPU_SHADER_2D_IMAGE_RECT_COLOR,
GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR,
GPU_SHADER_2D_IMAGE_MULTISAMPLE_2,
GPU_SHADER_2D_IMAGE_MULTISAMPLE_4,
GPU_SHADER_2D_IMAGE_MULTISAMPLE_8,
GPU_SHADER_2D_IMAGE_MULTISAMPLE_16,
GPU_SHADER_2D_IMAGE_MULTISAMPLE_2_DEPTH_TEST,
GPU_SHADER_2D_IMAGE_MULTISAMPLE_4_DEPTH_TEST,
GPU_SHADER_2D_IMAGE_MULTISAMPLE_8_DEPTH_TEST,
GPU_SHADER_2D_IMAGE_MULTISAMPLE_16_DEPTH_TEST,
GPU_SHADER_2D_CHECKER,
GPU_SHADER_2D_DIAG_STRIPES,
/* for simple 3D drawing */
@@ -159,8 +146,6 @@ typedef enum eGPUBuiltinShader {
* \param pos: in vec3
*/
GPU_SHADER_3D_UNIFORM_COLOR,
/* Sets Z-depth to 1.0 (draw onto background). */
GPU_SHADER_3D_UNIFORM_COLOR_BACKGROUND,
/**
* Take a 3D position and color for each vertex without color interpolation.
*
@@ -196,18 +181,6 @@ typedef enum eGPUBuiltinShader {
* \param pos: in vec3
*/
GPU_SHADER_3D_IMAGE_MODULATE_ALPHA,
/**
* Draw linearized depth texture relate to near and far distances.
* Take a 3D position and a 2D texture coordinate for each vertex.
*
* \param znear: uniform float
* \param zfar: uniform float
* \param image: uniform sampler2D
* \param texCoord: in vec2
* \param pos: in vec3
*/
GPU_SHADER_3D_IMAGE_DEPTH,
GPU_SHADER_3D_IMAGE_DEPTH_COPY,
/* points */
/**
* Draw round points with a hardcoded size.

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@@ -54,9 +54,6 @@ extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
extern char datatoc_gpu_shader_checker_frag_glsl[];
extern char datatoc_gpu_shader_diag_stripes_frag_glsl[];
extern char datatoc_gpu_shader_simple_lighting_frag_glsl[];
extern char datatoc_gpu_shader_simple_lighting_flat_color_frag_glsl[];
extern char datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl[];
extern char datatoc_gpu_shader_simple_lighting_smooth_color_alpha_frag_glsl[];
extern char datatoc_gpu_shader_flat_color_frag_glsl[];
extern char datatoc_gpu_shader_flat_color_alpha_test_0_frag_glsl[];
extern char datatoc_gpu_shader_flat_id_frag_glsl[];
@@ -67,7 +64,6 @@ extern char datatoc_gpu_shader_2D_flat_color_vert_glsl[];
extern char datatoc_gpu_shader_2D_smooth_color_uniform_alpha_vert_glsl[];
extern char datatoc_gpu_shader_2D_smooth_color_vert_glsl[];
extern char datatoc_gpu_shader_2D_smooth_color_frag_glsl[];
extern char datatoc_gpu_shader_2D_smooth_color_dithered_frag_glsl[];
extern char datatoc_gpu_shader_2D_image_vert_glsl[];
extern char datatoc_gpu_shader_2D_image_rect_vert_glsl[];
extern char datatoc_gpu_shader_2D_image_multi_rect_vert_glsl[];
@@ -89,15 +85,10 @@ extern char datatoc_gpu_shader_image_alpha_color_frag_glsl[];
extern char datatoc_gpu_shader_image_shuffle_color_frag_glsl[];
extern char datatoc_gpu_shader_image_mask_uniform_color_frag_glsl[];
extern char datatoc_gpu_shader_image_modulate_alpha_frag_glsl[];
extern char datatoc_gpu_shader_image_depth_linear_frag_glsl[];
extern char datatoc_gpu_shader_image_depth_copy_frag_glsl[];
extern char datatoc_gpu_shader_image_multisample_resolve_frag_glsl[];
extern char datatoc_gpu_shader_3D_vert_glsl[];
extern char datatoc_gpu_shader_3D_normal_vert_glsl[];
extern char datatoc_gpu_shader_3D_flat_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_smooth_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_normal_flat_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
extern char datatoc_gpu_shader_3D_passthrough_vert_glsl[];
extern char datatoc_gpu_shader_3D_clipped_uniform_color_vert_glsl[];
@@ -884,23 +875,6 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
.vert = datatoc_gpu_shader_3D_normal_vert_glsl,
.frag = datatoc_gpu_shader_simple_lighting_frag_glsl,
},
/* Use 'USE_FLAT_NORMAL' to make flat shader from smooth */
[GPU_SHADER_SIMPLE_LIGHTING_FLAT_COLOR] =
{
.vert = datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl,
.frag = datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl,
.defs = "#define USE_FLAT_NORMAL\n",
},
[GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR] =
{
.vert = datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl,
.frag = datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl,
},
[GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR_ALPHA] =
{
.vert = datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl,
.frag = datatoc_gpu_shader_simple_lighting_smooth_color_alpha_frag_glsl,
},
[GPU_SHADER_2D_IMAGE_MASK_UNIFORM_COLOR] =
{
@@ -912,69 +886,6 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
.vert = datatoc_gpu_shader_3D_image_vert_glsl,
.frag = datatoc_gpu_shader_image_modulate_alpha_frag_glsl,
},
[GPU_SHADER_3D_IMAGE_DEPTH] =
{
.vert = datatoc_gpu_shader_3D_image_vert_glsl,
.frag = datatoc_gpu_shader_image_depth_linear_frag_glsl,
},
[GPU_SHADER_3D_IMAGE_DEPTH_COPY] =
{
.vert = datatoc_gpu_shader_3D_image_vert_glsl,
.frag = datatoc_gpu_shader_image_depth_copy_frag_glsl,
},
[GPU_SHADER_2D_IMAGE_MULTISAMPLE_2] =
{
.vert = datatoc_gpu_shader_2D_vert_glsl,
.frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
.defs = "#define SAMPLES 2\n",
},
[GPU_SHADER_2D_IMAGE_MULTISAMPLE_4] =
{
.vert = datatoc_gpu_shader_2D_vert_glsl,
.frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
.defs = "#define SAMPLES 4\n",
},
[GPU_SHADER_2D_IMAGE_MULTISAMPLE_8] =
{
.vert = datatoc_gpu_shader_2D_vert_glsl,
.frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
.defs = "#define SAMPLES 8\n",
},
[GPU_SHADER_2D_IMAGE_MULTISAMPLE_16] =
{
.vert = datatoc_gpu_shader_2D_vert_glsl,
.frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
.defs = "#define SAMPLES 16\n",
},
[GPU_SHADER_2D_IMAGE_MULTISAMPLE_2_DEPTH_TEST] =
{
.vert = datatoc_gpu_shader_2D_vert_glsl,
.frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
.defs = "#define SAMPLES 2\n"
"#define USE_DEPTH\n",
},
[GPU_SHADER_2D_IMAGE_MULTISAMPLE_4_DEPTH_TEST] =
{
.vert = datatoc_gpu_shader_2D_vert_glsl,
.frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
.defs = "#define SAMPLES 4\n"
"#define USE_DEPTH\n",
},
[GPU_SHADER_2D_IMAGE_MULTISAMPLE_8_DEPTH_TEST] =
{
.vert = datatoc_gpu_shader_2D_vert_glsl,
.frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
.defs = "#define SAMPLES 8\n"
"#define USE_DEPTH\n",
},
[GPU_SHADER_2D_IMAGE_MULTISAMPLE_16_DEPTH_TEST] =
{
.vert = datatoc_gpu_shader_2D_vert_glsl,
.frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
.defs = "#define SAMPLES 16\n"
"#define USE_DEPTH\n",
},
[GPU_SHADER_2D_CHECKER] =
{
.vert = datatoc_gpu_shader_2D_vert_glsl,
@@ -1002,11 +913,6 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
.vert = datatoc_gpu_shader_2D_smooth_color_vert_glsl,
.frag = datatoc_gpu_shader_2D_smooth_color_frag_glsl,
},
[GPU_SHADER_2D_SMOOTH_COLOR_DITHER] =
{
.vert = datatoc_gpu_shader_2D_smooth_color_vert_glsl,
.frag = datatoc_gpu_shader_2D_smooth_color_dithered_frag_glsl,
},
[GPU_SHADER_2D_IMAGE_OVERLAYS_MERGE] =
{
.vert = datatoc_gpu_shader_2D_image_vert_glsl,
@@ -1058,12 +964,6 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
.vert = datatoc_gpu_shader_3D_vert_glsl,
.frag = datatoc_gpu_shader_uniform_color_frag_glsl,
},
[GPU_SHADER_3D_UNIFORM_COLOR_BACKGROUND] =
{
.vert = datatoc_gpu_shader_3D_vert_glsl,
.frag = datatoc_gpu_shader_uniform_color_frag_glsl,
.defs = "#define USE_BACKGROUND\n",
},
[GPU_SHADER_3D_FLAT_COLOR] =
{
.vert = datatoc_gpu_shader_3D_flat_color_vert_glsl,

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@@ -1,18 +0,0 @@
noperspective in vec4 finalColor;
out vec4 fragColor;
/* 4x4 bayer matrix prepared for 8bit UNORM precision error. */
#define P(x) (((x + 0.5) * (1.0 / 16.0) - 0.5) * (1.0 / 255.0))
const vec4 dither_mat4x4[4] = vec4[4](vec4(P(0.0), P(8.0), P(2.0), P(10.0)),
vec4(P(12.0), P(4.0), P(14.0), P(6.0)),
vec4(P(3.0), P(11.0), P(1.0), P(9.0)),
vec4(P(15.0), P(7.0), P(13.0), P(5.0)));
void main()
{
ivec2 tx1 = ivec2(gl_FragCoord.xy) % 4;
ivec2 tx2 = ivec2(gl_FragCoord.xy) % 2;
float dither_noise = dither_mat4x4[tx1.x][tx1.y];
fragColor = finalColor + dither_noise;
}

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@@ -1,22 +0,0 @@
uniform mat4 ModelViewProjectionMatrix;
uniform mat3 NormalMatrix;
in vec3 pos;
in vec3 nor;
in vec4 color;
#ifdef USE_FLAT_NORMAL
flat out vec3 normal;
flat out vec4 finalColor;
#else
out vec3 normal;
out vec4 finalColor;
#endif
void main()
{
normal = normalize(NormalMatrix * nor);
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
finalColor = color;
}

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@@ -1,12 +0,0 @@
in vec2 texCoord_interp;
out vec4 fragColor;
uniform sampler2D image;
void main()
{
float depth = texture(image, texCoord_interp).r;
fragColor = vec4(depth);
gl_FragDepth = depth;
}

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@@ -1,16 +0,0 @@
in vec2 texCoord_interp;
out vec4 fragColor;
uniform float znear;
uniform float zfar;
uniform sampler2D image;
void main()
{
float depth = texture(image, texCoord_interp).r;
/* normalize */
fragColor.rgb = vec3((2.0f * znear) / (zfar + znear - (depth * (zfar - znear))));
fragColor.a = 1.0f;
}

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@@ -1,119 +0,0 @@
uniform sampler2DMS depthMulti;
uniform sampler2DMS colorMulti;
out vec4 fragColor;
#if SAMPLES > 16
# error "Too many samples"
#endif
void main()
{
ivec2 texel = ivec2(gl_FragCoord.xy);
bvec4 b1, b2, b3, b4;
vec4 w1, w2, w3, w4;
vec4 d1, d2, d3, d4;
vec4 c1, c2, c3, c4, c5, c6, c7, c8;
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;
}

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@@ -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;
}

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@@ -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));
}

View File

@@ -17,8 +17,4 @@ void main()
#else
fragColor = color;
#endif
#if defined(USE_BACKGROUND)
gl_FragDepth = 1.0;
#endif
}