Remove GPU_SHADER_2D_POINT_VARYING_SIZE_VARYING_COLOR.

Shader isn't used and not accessible via py-api.
This commit is contained in:
Jeroen Bakker 2022-01-10 12:49:08 +01:00
parent 1b57dcf320
commit 8a772645e2
4 changed files with 0 additions and 19 deletions

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@ -253,7 +253,6 @@ 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)
data_to_c_simple(shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl SRC)
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)

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@ -321,15 +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: in float
* \param color: in vec4
* \param pos: in vec2
*/
GPU_SHADER_2D_POINT_VARYING_SIZE_VARYING_COLOR,
/**
* Draw round points with a hardcoded size.
* Take a single color for all the vertices and a 3D position for each vertex.

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@ -101,7 +101,6 @@ extern char datatoc_gpu_shader_point_varying_color_frag_glsl[];
extern char datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_point_varying_size_varying_color_vert_glsl[];
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[];
@ -338,12 +337,6 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
.vert = datatoc_gpu_shader_2D_vert_glsl,
.frag = datatoc_gpu_shader_point_uniform_color_frag_glsl,
},
[GPU_SHADER_2D_POINT_VARYING_SIZE_VARYING_COLOR] =
{
.name = "GPU_SHADER_2D_POINT_VARYING_SIZE_VARYING_COLOR",
.vert = datatoc_gpu_shader_2D_point_varying_size_varying_color_vert_glsl,
.frag = datatoc_gpu_shader_point_varying_color_frag_glsl,
},
[GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA] =
{
.name = "GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA",

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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_VARYING_SIZE_VARYING_COLOR,
GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA,
GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA,