Cleanup: GPUShader: Remove unused builtin shader

This commit is contained in:
2020-07-17 02:51:29 +02:00
parent 7e66616b7e
commit dcf6e12a60
7 changed files with 0 additions and 74 deletions

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@@ -171,9 +171,6 @@ data_to_c_simple(shaders/gpu_shader_image_desaturate_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_overlays_merge_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_overlays_stereo_merge_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_shuffle_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_mask_uniform_color_frag.glsl SRC)
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_3D_image_vert.glsl SRC)

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@@ -144,8 +144,6 @@ typedef enum eGPUBuiltinShader {
GPU_SHADER_2D_IMAGE,
GPU_SHADER_2D_IMAGE_COLOR,
GPU_SHADER_2D_IMAGE_DESATURATE_COLOR,
GPU_SHADER_2D_IMAGE_ALPHA_COLOR,
GPU_SHADER_2D_IMAGE_ALPHA,
GPU_SHADER_2D_IMAGE_RECT_COLOR,
GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR,
GPU_SHADER_2D_CHECKER,
@@ -209,16 +207,6 @@ typedef enum eGPUBuiltinShader {
GPU_SHADER_2D_IMAGE_OVERLAYS_MERGE,
GPU_SHADER_2D_IMAGE_OVERLAYS_STEREO_MERGE,
GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR,
GPU_SHADER_2D_IMAGE_MASK_UNIFORM_COLOR,
/**
* Draw texture with alpha. Take a 3D position and a 2D texture coordinate for each vertex.
*
* \param alpha: uniform float
* \param image: uniform sampler2D
* \param texCoord: in vec2
* \param pos: in vec3
*/
GPU_SHADER_3D_IMAGE_MODULATE_ALPHA,
/* points */
/**
* 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);
void GPU_texture_filter_mode(GPUTexture *tex, bool use_filter);
void GPU_texture_mipmap_mode(GPUTexture *tex, bool use_mipmap, bool use_filter);
void GPU_texture_wrap_mode(GPUTexture *tex, bool use_repeat, bool use_clamp);
void GPU_texture_filters(GPUTexture *tex,
eGPUFilterFunction min_filter,
eGPUFilterFunction mag_filter);
void GPU_texture_swizzle_set(GPUTexture *tex, const char swizzle[4]);
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[];
extern char datatoc_gpu_shader_image_color_frag_glsl[];
extern char datatoc_gpu_shader_image_desaturate_frag_glsl[];
extern char datatoc_gpu_shader_image_varying_color_frag_glsl[];
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_3D_vert_glsl[];
extern char datatoc_gpu_shader_3D_normal_vert_glsl[];
extern char datatoc_gpu_shader_3D_flat_color_vert_glsl[];
@@ -909,16 +906,6 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
.frag = datatoc_gpu_shader_simple_lighting_frag_glsl,
},
[GPU_SHADER_2D_IMAGE_MASK_UNIFORM_COLOR] =
{
.vert = datatoc_gpu_shader_3D_image_vert_glsl,
.frag = datatoc_gpu_shader_image_mask_uniform_color_frag_glsl,
},
[GPU_SHADER_3D_IMAGE_MODULATE_ALPHA] =
{
.vert = datatoc_gpu_shader_3D_image_vert_glsl,
.frag = datatoc_gpu_shader_image_modulate_alpha_frag_glsl,
},
[GPU_SHADER_2D_CHECKER] =
{
.vert = datatoc_gpu_shader_2D_vert_glsl,
@@ -971,11 +958,6 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
.vert = datatoc_gpu_shader_2D_image_vert_glsl,
.frag = datatoc_gpu_shader_image_desaturate_frag_glsl,
},
[GPU_SHADER_2D_IMAGE_ALPHA_COLOR] =
{
.vert = datatoc_gpu_shader_2D_image_vert_glsl,
.frag = datatoc_gpu_shader_image_alpha_color_frag_glsl,
},
[GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR] =
{
.vert = datatoc_gpu_shader_2D_image_vert_glsl,

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@@ -1,14 +0,0 @@
in vec2 texCoord_interp;
out vec4 fragColor;
uniform vec4 color;
uniform sampler2D image;
void main()
{
fragColor = texture(image, texCoord_interp).r * color.rgba;
/* Premul by alpha (not texture alpha)
* Use blending function GPU_blend_set_func(GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA); */
fragColor.rgb *= color.a;
}

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@@ -1,12 +0,0 @@
in vec2 texCoord_interp;
out vec4 fragColor;
uniform sampler2D image;
uniform vec4 color;
void main()
{
fragColor.a = texture(image, texCoord_interp).a * color.a;
fragColor.rgb = color.rgb;
}

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