Cleanup: Remove unused gpu_shader_geometry.glsl
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@@ -301,8 +301,6 @@ set(GLSL_SRC
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shaders/gpu_shader_codegen_lib.glsl
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shaders/gpu_shader_geometry.glsl
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shaders/common/gpu_shader_common_color_ramp.glsl
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shaders/common/gpu_shader_common_color_utils.glsl
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shaders/common/gpu_shader_common_curves.glsl
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@@ -1,93 +0,0 @@
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#define INTERP_FACE_VARYING_2(result, fvarOffset, tessCoord) \
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{ \
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vec2 v[4]; \
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int primOffset = (gl_PrimitiveID + PrimitiveIdBase) * 4; \
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for (int i = 0; i < 4; i++) { \
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int index = (primOffset + i) * osd_fvar_count + fvarOffset; \
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v[i] = vec2(texelFetch(FVarDataBuffer, index).s, texelFetch(FVarDataBuffer, index + 1).s); \
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} \
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result = mix(mix(v[0], v[1], tessCoord.s), mix(v[3], v[2], tessCoord.s), tessCoord.t); \
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}
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#define INTERP_FACE_VARYING_ATT_2(result, fvarOffset, tessCoord) \
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{ \
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vec2 tmp; \
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INTERP_FACE_VARYING_2(tmp, fvarOffset, tessCoord); \
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result = vec3(tmp, 0); \
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}
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out block
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{
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VertexData v;
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}
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outpt;
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void set_mtface_vertex_attrs(vec2 st);
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void emit_flat(int index, vec3 normal)
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{
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outpt.v.position = inpt[index].v.position;
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outpt.v.normal = normal;
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/* Compatibility */
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varnormal = outpt.v.normal;
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varposition = outpt.v.position.xyz;
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/* TODO(sergey): Only uniform subdivisions atm. */
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vec2 quadst[4] = vec2[](vec2(0, 0), vec2(1, 0), vec2(1, 1), vec2(0, 1));
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vec2 st = quadst[index];
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INTERP_FACE_VARYING_2(outpt.v.uv, osd_active_uv_offset, st);
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set_mtface_vertex_attrs(st);
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gl_Position = ProjectionMatrix * inpt[index].v.position;
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EmitVertex();
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}
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void emit_smooth(int index)
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{
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outpt.v.position = inpt[index].v.position;
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outpt.v.normal = inpt[index].v.normal;
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/* Compatibility */
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varnormal = outpt.v.normal;
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varposition = outpt.v.position.xyz;
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/* TODO(sergey): Only uniform subdivisions atm. */
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vec2 quadst[4] = vec2[](vec2(0, 0), vec2(1, 0), vec2(1, 1), vec2(0, 1));
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vec2 st = quadst[index];
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INTERP_FACE_VARYING_2(outpt.v.uv, osd_active_uv_offset, st);
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set_mtface_vertex_attrs(st);
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gl_Position = ProjectionMatrix * inpt[index].v.position;
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EmitVertex();
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}
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void main()
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{
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gl_PrimitiveID = gl_PrimitiveIDIn;
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if (osd_flat_shading) {
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vec3 A = (inpt[0].v.position - inpt[1].v.position).xyz;
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vec3 B = (inpt[3].v.position - inpt[1].v.position).xyz;
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vec3 flat_normal = normalize(cross(B, A));
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emit_flat(0, flat_normal);
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emit_flat(1, flat_normal);
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emit_flat(3, flat_normal);
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emit_flat(2, flat_normal);
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}
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else {
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emit_smooth(0);
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emit_smooth(1);
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emit_smooth(3);
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emit_smooth(2);
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}
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EndPrimitive();
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}
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void set_mtface_vertex_attrs(vec2 st)
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{
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