Remove GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR.

Shader isn't used and not accessible via the py-api.
This commit is contained in:
Jeroen Bakker 2022-01-10 12:41:02 +01:00
parent f813aab787
commit e12a707692
5 changed files with 0 additions and 30 deletions

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@ -252,7 +252,6 @@ 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)
data_to_c_simple(shaders/gpu_shader_3D_point_varying_size_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)

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@ -366,15 +366,6 @@ typedef enum eGPUBuiltinShader {
* \param pos: in vec3
*/
GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA,
/**
* Draw round points with a constant size and an outline.
* Take a single color for all the vertices and a 3D position for each vertex.
*
* \param color: uniform vec4
* \param size: in float
* \param pos: in vec3
*/
GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR,
/**
* Draw round points with a constant size and an outline.
* Take a 3D position and a color for each vertex.

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@ -100,7 +100,6 @@ 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[];
extern char datatoc_gpu_shader_3D_point_varying_size_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[];
@ -377,12 +376,6 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
.vert = datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl,
.frag = datatoc_gpu_shader_point_varying_color_frag_glsl,
},
[GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR] =
{
.name = "GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR",
.vert = datatoc_gpu_shader_3D_point_varying_size_vert_glsl,
.frag = datatoc_gpu_shader_point_uniform_color_frag_glsl,
},
[GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR] =
{
.name = "GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR",

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@ -1,11 +0,0 @@
uniform mat4 ModelViewProjectionMatrix;
in vec3 pos;
in float size;
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
gl_PointSize = size;
}

View File

@ -66,8 +66,6 @@ static void test_shader_builtin()
GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR,
GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR,
GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR,
GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR, GPU_SHADER_CFG_DEFAULT);