Cleanup: GPUShader: Remove unused builtin shader
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@@ -171,9 +171,6 @@ data_to_c_simple(shaders/gpu_shader_image_desaturate_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_overlays_merge_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_overlays_stereo_merge_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_shuffle_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_mask_uniform_color_frag.glsl SRC)
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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_3D_image_vert.glsl SRC)
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@@ -144,8 +144,6 @@ typedef enum eGPUBuiltinShader {
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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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GPU_SHADER_2D_IMAGE_ALPHA_COLOR,
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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_CHECKER,
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@@ -209,16 +207,6 @@ typedef enum eGPUBuiltinShader {
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GPU_SHADER_2D_IMAGE_OVERLAYS_MERGE,
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GPU_SHADER_2D_IMAGE_OVERLAYS_STEREO_MERGE,
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GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR,
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GPU_SHADER_2D_IMAGE_MASK_UNIFORM_COLOR,
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/**
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* Draw texture with alpha. Take a 3D position and a 2D texture coordinate for each vertex.
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*
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* \param alpha: 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_MODULATE_ALPHA,
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/* points */
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/**
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* Draw round points with a hardcoded size.
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@@ -272,9 +272,6 @@ void GPU_texture_compare_mode(GPUTexture *tex, bool use_compare);
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void GPU_texture_filter_mode(GPUTexture *tex, bool use_filter);
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void GPU_texture_mipmap_mode(GPUTexture *tex, bool use_mipmap, bool use_filter);
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void GPU_texture_wrap_mode(GPUTexture *tex, bool use_repeat, bool use_clamp);
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void GPU_texture_filters(GPUTexture *tex,
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eGPUFilterFunction min_filter,
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eGPUFilterFunction mag_filter);
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void GPU_texture_swizzle_set(GPUTexture *tex, const char swizzle[4]);
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void GPU_texture_attach_framebuffer(GPUTexture *tex, struct GPUFrameBuffer *fb, int attachment);
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@@ -81,10 +81,7 @@ extern char datatoc_gpu_shader_image_overlays_stereo_merge_frag_glsl[];
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extern char datatoc_gpu_shader_image_color_frag_glsl[];
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extern char datatoc_gpu_shader_image_desaturate_frag_glsl[];
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extern char datatoc_gpu_shader_image_varying_color_frag_glsl[];
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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_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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@@ -909,16 +906,6 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
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.frag = datatoc_gpu_shader_simple_lighting_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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.vert = datatoc_gpu_shader_3D_image_vert_glsl,
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.frag = datatoc_gpu_shader_image_mask_uniform_color_frag_glsl,
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},
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[GPU_SHADER_3D_IMAGE_MODULATE_ALPHA] =
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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_modulate_alpha_frag_glsl,
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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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@@ -971,11 +958,6 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
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.vert = datatoc_gpu_shader_2D_image_vert_glsl,
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.frag = datatoc_gpu_shader_image_desaturate_frag_glsl,
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},
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[GPU_SHADER_2D_IMAGE_ALPHA_COLOR] =
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{
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.vert = datatoc_gpu_shader_2D_image_vert_glsl,
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.frag = datatoc_gpu_shader_image_alpha_color_frag_glsl,
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},
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[GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR] =
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{
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.vert = datatoc_gpu_shader_2D_image_vert_glsl,
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@@ -1,14 +0,0 @@
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in vec2 texCoord_interp;
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out vec4 fragColor;
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uniform vec4 color;
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uniform sampler2D image;
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void main()
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{
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fragColor = texture(image, texCoord_interp).r * color.rgba;
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/* Premul by alpha (not texture alpha)
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* Use blending function GPU_blend_set_func(GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA); */
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fragColor.rgb *= color.a;
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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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uniform vec4 color;
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void main()
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{
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fragColor.a = texture(image, texCoord_interp).a * color.a;
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fragColor.rgb = color.rgb;
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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 float alpha;
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uniform sampler2D image;
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void main()
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{
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fragColor = texture(image, texCoord_interp);
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fragColor.a *= alpha;
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}
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