Remove GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR.
Shader isn't used and not accessible via the py-api.
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e12a707692
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@ -252,7 +252,6 @@ data_to_c_simple(shaders/gpu_shader_point_varying_color_outline_aa_frag.glsl SRC
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data_to_c_simple(shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_point_varying_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_point_varying_size_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl SRC)
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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 {
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA,
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/**
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* Draw round points with a constant size and an outline.
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* Take a single color for all the vertices and a 3D position for each vertex.
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*
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* \param color: uniform vec4
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* \param size: in float
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR,
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/**
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* Draw round points with a constant size and an outline.
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* 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[];
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extern char datatoc_gpu_shader_point_varying_color_varying_outline_aa_frag_glsl[];
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extern char datatoc_gpu_shader_point_varying_color_frag_glsl[];
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extern char datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl[];
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extern char datatoc_gpu_shader_3D_point_varying_size_vert_glsl[];
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extern char datatoc_gpu_shader_3D_point_varying_size_varying_color_vert_glsl[];
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extern char datatoc_gpu_shader_3D_point_uniform_size_aa_vert_glsl[];
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extern char datatoc_gpu_shader_2D_point_varying_size_varying_color_vert_glsl[];
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@ -377,12 +376,6 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
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.vert = datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl,
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.frag = datatoc_gpu_shader_point_varying_color_frag_glsl,
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},
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[GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR] =
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{
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.name = "GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR",
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.vert = datatoc_gpu_shader_3D_point_varying_size_vert_glsl,
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.frag = datatoc_gpu_shader_point_uniform_color_frag_glsl,
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},
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[GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR] =
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{
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.name = "GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR",
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@ -1,11 +0,0 @@
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uniform mat4 ModelViewProjectionMatrix;
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in vec3 pos;
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in float size;
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void main()
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{
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gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
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gl_PointSize = size;
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}
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@ -66,8 +66,6 @@ static void test_shader_builtin()
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GPU_SHADER_CFG_DEFAULT);
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test_compile_builtin_shader(GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR,
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GPU_SHADER_CFG_DEFAULT);
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test_compile_builtin_shader(GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR,
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GPU_SHADER_CFG_DEFAULT);
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test_compile_builtin_shader(GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR,
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GPU_SHADER_CFG_DEFAULT);
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test_compile_builtin_shader(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR, GPU_SHADER_CFG_DEFAULT);
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