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https://github.com/blawar/GLideN64.git
synced 2024-07-07 03:13:49 +00:00
Remove unused shaders.
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a7968f2ca2
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@ -86,24 +86,6 @@ const char *AlphaInput[] = {
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};
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static const char* fragment_shader_header =
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/*
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"uniform sampler2D texture0; \n"
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"uniform sampler2D texture1; \n"
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"uniform sampler2D ditherTex; \n"
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"uniform vec4 constant_color; \n"
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"uniform vec4 ccolor0; \n"
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"uniform vec4 ccolor1; \n"
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"uniform vec4 chroma_color; \n"
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"uniform float lambda; \n"
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"varying vec4 fogValue; \n"
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" \n"
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"void test_chroma(vec4 ctexture1); \n"
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" \n"
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" \n"
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"void main() \n"
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"{ \n"
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;
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*/
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"uniform sampler2D texture0; \n"
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"uniform sampler2D texture1; \n"
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"uniform sampler2D lod_texture; \n"
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@ -140,44 +122,6 @@ static const char* fragment_shader_header =
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" vec3 color1, color2; \n"
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" float lod_frac = calc_lod(); \n"
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;
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/*
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// using gl_FragCoord is terribly slow on ATI and varying variables don't work for some unknown
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// reason, so we use the unused components of the texture2 coordinates
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static const char* fragment_shader_dither =
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" float dithx = (gl_TexCoord[2].b + 1.0)*0.5*1000.0; \n"
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" float dithy = (gl_TexCoord[2].a + 1.0)*0.5*1000.0; \n"
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" if(texture2D(ditherTex, vec2((dithx-32.0*floor(dithx/32.0))/32.0, \n"
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" (dithy-32.0*floor(dithy/32.0))/32.0)).a > 0.5) discard; \n"
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;
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static const char* fragment_shader_depth =
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" gl_FragDepth = dot(texture2D(texture0, vec2(gl_TexCoord[0])), vec4(32*64*32/65536.0, 64*32/65536.0, 32/65536.0, 0))*0.5 + 0.5; \n"
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;
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static const char* fragment_shader_bw =
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" vec4 readtex0 = texture2D(texture0, vec2(gl_TexCoord[0])); \n"
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" gl_FragColor = vec4(vec3(readtex0.b), \n"
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" readtex0.r + readtex0.g * 8.0 / 256.0); \n"
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;
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static const char* fragment_shader_readtex0bw =
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" vec4 readtex0 = texture2D(texture0, vec2(gl_TexCoord[0])); \n"
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" readtex0 = vec4(vec3(readtex0.b), \n"
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" readtex0.r + readtex0.g * 8.0 / 256.0); \n"
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;
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static const char* fragment_shader_readtex0bw_2 =
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" vec4 readtex0 = vec4(dot(texture2D(texture0, vec2(gl_TexCoord[0])), vec4(1.0/3, 1.0/3, 1.0/3, 0))); \n"
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;
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static const char* fragment_shader_readtex1bw =
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" vec4 readtex1 = texture2D(texture1, vec2(gl_TexCoord[1])); \n"
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" readtex1 = vec4(vec3(readtex1.b), \n"
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" readtex1.r + readtex1.g * 8.0 / 256.0); \n"
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;
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static const char* fragment_shader_readtex1bw_2 =
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" vec4 readtex1 = vec4(dot(texture2D(texture1, vec2(gl_TexCoord[1])), vec4(1.0/3, 1.0/3, 1.0/3, 0))); \n"
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;
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*/
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static const char* fragment_shader_calc_light =
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" \n"
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@ -292,23 +236,6 @@ static const char* fragment_shader_end =
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;
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static const char* vertex_shader =
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#if 0
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//"varying vec4 fogValue; \n"
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" \n"
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"void main() \n"
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"{ \n"
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" gl_Position = ftransform(); \n"
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" gl_FrontColor = gl_Color; \n"
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" gl_TexCoord[0] = gl_MultiTexCoord0; \n"
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" gl_TexCoord[1] = gl_MultiTexCoord1; \n"
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" float f = (gl_Fog.end - gl_SecondaryColor.r) * gl_Fog.scale; \n" // fog value passed through secondary color (workaround ATI bug)
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" f = clamp(f, 0.0, 1.0); \n"
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//" gl_TexCoord[0].b = f; \n" // various data passed through
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//" gl_TexCoord[2].b = gl_Vertex.x; \n" // texture coordinates
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//" gl_TexCoord[2].a = gl_Vertex.y; \n" // again it is the only way
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"} \n" // i've found to get it working fast with ATI drivers
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;
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#else
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"uniform float time; \n"
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"varying vec2 noiseCoord2D; \n"
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"varying vec4 secondary_color; \n"
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@ -324,7 +251,6 @@ static const char* vertex_shader =
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" noiseCoord2D = gl_Vertex.xy + vec2(0.0, time); \n"
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"} \n"
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;
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#endif
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static const char* lod_vertex_shader =
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"varying vec4 secondary_color; \n"
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@ -778,9 +704,6 @@ void GLSLCombiner::Set() {
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}
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void GLSLCombiner::UpdateColors() {
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// if (int chroma_color_location = glGetUniformLocationARB(_glslCombiner->program_object, "chroma_color") != -1)
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// glUniform4fARB(chroma_color_location, chroma_color[0], chroma_color[1], chroma_color[2], chroma_color[3]);
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int prim_color_location = glGetUniformLocationARB(m_programObject, "prim_color");
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glUniform4fARB(prim_color_location, gDP.primColor.r, gDP.primColor.g, gDP.primColor.b, gDP.primColor.a);
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