Remove GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_AA.

Shader isn't used and not accessible via py-api.
This commit is contained in:
Jeroen Bakker 2022-01-10 12:47:11 +01:00
parent 6669431846
commit 1b57dcf320
6 changed files with 0 additions and 84 deletions

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@ -248,7 +248,6 @@ data_to_c_simple(shaders/gpu_shader_instance_variying_size_variying_color_vert.g
data_to_c_simple(shaders/gpu_shader_point_uniform_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_point_uniform_color_aa_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_point_varying_color_outline_aa_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_point_varying_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl SRC)
@ -257,7 +256,6 @@ data_to_c_simple(shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_text_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_text_frag.glsl SRC)

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@ -321,17 +321,6 @@ typedef enum eGPUBuiltinShader {
* \param pos: in vec2
*/
GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA,
/**
* Draw round points with a constant size and an outline.
* Take a 2D position and a color for each vertex.
*
* \param size: uniform float
* \param outlineWidth: uniform float
* \param outlineColor: uniform vec4
* \param color: in vec4
* \param pos: in vec2
*/
GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_AA,
/**
* Draw round points with a constant size and an outline.
* Take a 2D position and a color for each vertex.

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@ -96,7 +96,6 @@ extern char datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl[]
extern char datatoc_gpu_shader_point_uniform_color_frag_glsl[];
extern char datatoc_gpu_shader_point_uniform_color_aa_frag_glsl[];
extern char datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl[];
extern char datatoc_gpu_shader_point_varying_color_outline_aa_frag_glsl[];
extern char datatoc_gpu_shader_point_varying_color_varying_outline_aa_frag_glsl[];
extern char datatoc_gpu_shader_point_varying_color_frag_glsl[];
extern char datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl[];
@ -105,7 +104,6 @@ extern char datatoc_gpu_shader_3D_point_uniform_size_aa_vert_glsl[];
extern char datatoc_gpu_shader_2D_point_varying_size_varying_color_vert_glsl[];
extern char datatoc_gpu_shader_2D_point_uniform_size_aa_vert_glsl[];
extern char datatoc_gpu_shader_2D_point_uniform_size_outline_aa_vert_glsl[];
extern char datatoc_gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert_glsl[];
extern char datatoc_gpu_shader_2D_line_dashed_uniform_color_vert_glsl[];
extern char datatoc_gpu_shader_2D_line_dashed_frag_glsl[];
@ -358,12 +356,6 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
.vert = datatoc_gpu_shader_2D_point_uniform_size_outline_aa_vert_glsl,
.frag = datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl,
},
[GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_AA] =
{
.name = "GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_AA",
.vert = datatoc_gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert_glsl,
.frag = datatoc_gpu_shader_point_varying_color_outline_aa_frag_glsl,
},
[GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR] =
{
.name = "GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR",

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@ -1,28 +0,0 @@
uniform mat4 ModelViewProjectionMatrix;
uniform float size;
uniform float outlineWidth;
in vec2 pos;
in vec4 color;
out vec4 radii;
out vec4 fillColor;
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
gl_PointSize = size;
fillColor = color;
/* Calculate concentric radii in pixels. */
float radius = 0.5 * size;
/* Start at the outside and progress toward the center. */
radii[0] = radius;
radii[1] = radius - 1.0;
radii[2] = radius - outlineWidth;
radii[3] = radius - outlineWidth - 1.0;
/* Convert to PointCoord units. */
radii /= size;
}

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@ -1,33 +0,0 @@
uniform vec4 outlineColor;
in vec4 radii;
in vec4 fillColor;
out vec4 fragColor;
void main()
{
float dist = length(gl_PointCoord - vec2(0.5));
/* transparent outside of point
* --- 0 ---
* smooth transition
* --- 1 ---
* pure outline color
* --- 2 ---
* smooth transition
* --- 3 ---
* pure fill color
* ...
* dist = 0 at center of point */
float midStroke = 0.5 * (radii[1] + radii[2]);
if (dist > midStroke) {
fragColor.rgb = outlineColor.rgb;
fragColor.a = mix(outlineColor.a, 0.0, smoothstep(radii[1], radii[0], dist));
}
else {
fragColor = mix(fillColor, outlineColor, smoothstep(radii[3], radii[2], dist));
}
}

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@ -54,8 +54,6 @@ static void test_shader_builtin()
test_compile_builtin_shader(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR, GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR,
GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_AA,
GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_2D_POINT_VARYING_SIZE_VARYING_COLOR,
GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA,