diff --git a/src/GLSLCombiner.h b/src/GLSLCombiner.h index 61d817dc..e297a91f 100644 --- a/src/GLSLCombiner.h +++ b/src/GLSLCombiner.h @@ -157,7 +157,6 @@ void DestroyShaderCombiner(); void SetDepthFogCombiner(); void SetMonochromeCombiner(); #endif // GL_IMAGE_TEXTURES_SUPPORT -bool SetDepthTextureCombiner(); //#define USE_TOONIFY diff --git a/src/OGL3X/GLSLCombiner_ogl3x.cpp b/src/OGL3X/GLSLCombiner_ogl3x.cpp index 2e22e259..c231beeb 100644 --- a/src/OGL3X/GLSLCombiner_ogl3x.cpp +++ b/src/OGL3X/GLSLCombiner_ogl3x.cpp @@ -31,7 +31,6 @@ static GLuint g_readtex_shader_object; static GLuint g_readtex_ms_shader_object; static GLuint g_dither_shader_object; static GLuint g_monochrome_image_program = 0; -static GLuint g_depth_texture_program = 0; #ifdef GL_IMAGE_TEXTURES_SUPPORT GLuint g_draw_shadow_map_program = 0; @@ -230,24 +229,6 @@ void InitShaderCombiner() const int texLoc = glGetUniformLocation(g_monochrome_image_program, "uColorImage"); glUniform1i(texLoc, 0); - if (config.generalEmulation.enableFragmentDepthWrite != 0 && - (config.generalEmulation.hacks&hack_LoadDepthTextures) != 0) { - GLuint depth_texture_shader_object = _createShader(GL_FRAGMENT_SHADER, depth_texture_fragment_shader); - g_depth_texture_program = glCreateProgram(); - glBindAttribLocation(g_depth_texture_program, SC_POSITION, "aPosition"); - glBindAttribLocation(g_depth_texture_program, SC_TEXCOORD0, "aTexCoord0"); - glAttachShader(g_depth_texture_program, g_vertex_shader_object); - glAttachShader(g_depth_texture_program, depth_texture_shader_object); - glLinkProgram(g_depth_texture_program); - glDeleteShader(depth_texture_shader_object); - assert(checkProgramLinkStatus(g_depth_texture_program)); - glUseProgram(g_depth_texture_program); - int loc = glGetUniformLocation(g_depth_texture_program, "uTex0"); - glUniform1i(loc, 0); - loc = glGetUniformLocation(g_depth_texture_program, "uRenderState"); - glUniform1i(loc, OGLRender::rsTexRect); - } - glUseProgram(0); #ifdef GL_IMAGE_TEXTURES_SUPPORT @@ -289,8 +270,6 @@ void DestroyShaderCombiner() { glDeleteProgram(g_monochrome_image_program); g_monochrome_image_program = 0; noiseTex.destroy(); - glDeleteProgram(g_depth_texture_program); - g_depth_texture_program = 0; #ifdef GL_IMAGE_TEXTURES_SUPPORT DestroyZlutTexture(); @@ -912,13 +891,3 @@ void SetMonochromeCombiner() glUseProgram(g_monochrome_image_program); gDP.changed |= CHANGED_COMBINE; } - -bool SetDepthTextureCombiner() -{ - glEnable(GL_DEPTH_TEST); - glDepthFunc(GL_ALWAYS); - glDepthMask(TRUE); - glUseProgram(g_depth_texture_program); - gDP.changed |= CHANGED_COMBINE | CHANGED_RENDERMODE; - return true; -} diff --git a/src/OGL3X/Shaders_ogl3x.h b/src/OGL3X/Shaders_ogl3x.h index d61c0659..7dd45260 100644 --- a/src/OGL3X/Shaders_ogl3x.h +++ b/src/OGL3X/Shaders_ogl3x.h @@ -705,16 +705,6 @@ MAIN_SHADER_VERSION ; #endif -static const char* depth_texture_fragment_shader = -MAIN_SHADER_VERSION -"uniform sampler2D uTex0; \n" -"in mediump vec2 vTexCoord0; \n" -"void main() \n" -"{ \n" -" gl_FragDepth = texture(uTex0, vTexCoord0).r; \n" -"} \n" -; - const char * strTexrectDrawerVertexShader = MAIN_SHADER_VERSION "in highp vec4 aPosition; \n"