Remove GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA.

Shader isn't used and isn't accessible via py-api.
This commit is contained in:
Jeroen Bakker 2022-01-10 12:37:42 +01:00
parent cfb3f5062d
commit f813aab787
5 changed files with 0 additions and 54 deletions

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@ -255,7 +255,6 @@ data_to_c_simple(shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl
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_3D_point_uniform_size_outline_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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@ -366,17 +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 size: uniform float
* \param outlineWidth: uniform float
* \param color: uniform vec4
* \param outlineColor: uniform vec4
* \param pos: in vec3
*/
GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_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.

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@ -103,7 +103,6 @@ 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_3D_point_uniform_size_outline_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[];
@ -396,12 +395,6 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
.vert = datatoc_gpu_shader_3D_point_uniform_size_aa_vert_glsl,
.frag = datatoc_gpu_shader_point_uniform_color_aa_frag_glsl,
},
[GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA] =
{
.name = "GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA",
.vert = datatoc_gpu_shader_3D_point_uniform_size_outline_aa_vert_glsl,
.frag = datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl,
},
[GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE] =
{
@ -487,7 +480,6 @@ GPUShader *GPU_shader_get_builtin_shader_with_config(eGPUBuiltinShader shader,
GPU_SHADER_3D_SMOOTH_COLOR,
GPU_SHADER_3D_DEPTH_ONLY,
GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE,
GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA,
GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA,
GPU_SHADER_3D_FLAT_COLOR,
GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR));

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@ -1,33 +0,0 @@
uniform mat4 ModelViewProjectionMatrix;
#ifdef USE_WORLD_CLIP_PLANES
uniform mat4 ModelMatrix;
#endif
uniform float size;
uniform float outlineWidth;
in vec3 pos;
out vec4 radii;
void main()
{
vec4 pos_4d = vec4(pos, 1.0);
gl_Position = ModelViewProjectionMatrix * pos_4d;
gl_PointSize = size;
/* 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;
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance((ModelMatrix * pos_4d).xyz);
#endif
}

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@ -29,7 +29,6 @@ static void test_shader_builtin()
test_compile_builtin_shader(GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE);
test_compile_builtin_shader(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
test_compile_builtin_shader(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
test_compile_builtin_shader(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA);
test_compile_builtin_shader(GPU_SHADER_TEXT, GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_KEYFRAME_SHAPE, GPU_SHADER_CFG_DEFAULT);