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:
parent
cfb3f5062d
commit
f813aab787
|
@ -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)
|
||||
|
|
|
@ -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.
|
||||
|
|
|
@ -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));
|
||||
|
|
|
@ -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
|
||||
}
|
|
@ -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);
|
||||
|
|
Loading…
Reference in New Issue