Cleanup: GPU: Remove unused shader files

These shaders have not been used for a long time.
This commit is contained in:
Clément Foucault
2024-11-01 22:51:37 +01:00
parent 6be43ffb4d
commit 01236be188
8 changed files with 0 additions and 112 deletions

View File

@@ -471,8 +471,6 @@ set(GLSL_SRC
shaders/gpu_shader_diag_stripes_frag.glsl
shaders/gpu_shader_simple_lighting_frag.glsl
shaders/gpu_shader_flat_color_frag.glsl
shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl
shaders/gpu_shader_flat_id_frag.glsl
shaders/gpu_shader_2D_vert.glsl
shaders/gpu_shader_2D_area_borders_vert.glsl
shaders/gpu_shader_2D_area_borders_frag.glsl
@@ -505,14 +503,10 @@ set(GLSL_SRC
shaders/gpu_shader_3D_polyline_vert_no_geom.glsl
shaders/gpu_shader_3D_smooth_color_vert.glsl
shaders/gpu_shader_3D_smooth_color_frag.glsl
shaders/gpu_shader_3D_passthrough_vert.glsl
shaders/gpu_shader_3D_clipped_uniform_color_vert.glsl
shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl
shaders/gpu_shader_point_uniform_color_aa_frag.glsl
shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl
shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl
shaders/gpu_shader_point_varying_color_frag.glsl
shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl
shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl

View File

@@ -29,7 +29,6 @@
#include "gpu_shader_gpencil_stroke_info.hh"
#include "gpu_shader_icon_info.hh"
#include "gpu_shader_index_info.hh"
#include "gpu_shader_instance_varying_color_varying_size_info.hh"
#include "gpu_shader_keyframe_shape_info.hh"
#include "gpu_shader_line_dashed_uniform_color_info.hh"
#include "gpu_shader_print_info.hh"

View File

@@ -1,13 +0,0 @@
/* SPDX-FileCopyrightText: 2017-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{
vec4 pos_4d = vec4(pos, 1.0);
gl_Position = pos_4d;
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance((ModelMatrix * pos_4d).xyz);
#endif
}

View File

@@ -1,13 +0,0 @@
/* SPDX-FileCopyrightText: 2016-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{
if (finalColor.a > 0.0) {
fragColor = finalColor;
}
else {
discard;
}
}

View File

@@ -1,8 +0,0 @@
/* SPDX-FileCopyrightText: 2018-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{
fragId = finalId;
}

View File

@@ -1,15 +0,0 @@
/* SPDX-FileCopyrightText: 2017-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{
finalColor = color;
vec4 wPos = InstanceModelMatrix * vec4(pos * size, 1.0);
gl_Position = ViewProjectionMatrix * wPos;
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance(wPos.xyz);
#endif
}

View File

@@ -1,32 +0,0 @@
/* SPDX-FileCopyrightText: 2016-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{
float dist = length(gl_PointCoord - vec2(0.5));
/* transparent outside of point
* --- 0 ---
* smooth transition
* --- 1 ---
* pure outline color
* --- 2 ---
* smooth transition
* --- 3 ---
* pure fill color
* ...
* dist = 0 at center of point */
float midStroke = 0.5 * (radii[1] + radii[2]);
if (dist > midStroke) {
fragColor.rgb = outlineColor.rgb;
fragColor.a = mix(outlineColor.a, 0.0, smoothstep(radii[1], radii[0], dist));
}
else {
fragColor = mix(fillColor, outlineColor, smoothstep(radii[3], radii[2], dist));
}
fragColor = blender_srgb_to_framebuffer_space(fragColor);
}

View File

@@ -1,24 +0,0 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#include "gpu_interface_info.hh"
#include "gpu_shader_create_info.hh"
GPU_SHADER_CREATE_INFO(gpu_shader_instance_varying_color_varying_size)
VERTEX_IN(0, VEC3, pos)
VERTEX_IN(1, VEC4, color)
VERTEX_IN(2, FLOAT, size)
VERTEX_IN(3, MAT4, InstanceModelMatrix)
VERTEX_OUT(flat_color_iface)
FRAGMENT_OUT(0, VEC4, fragColor)
PUSH_CONSTANT(MAT4, ViewProjectionMatrix)
VERTEX_SOURCE("gpu_shader_instance_variying_size_variying_color_vert.glsl")
FRAGMENT_SOURCE("gpu_shader_flat_color_frag.glsl")
ADDITIONAL_INFO(gpu_srgb_to_framebuffer_space)
DO_STATIC_COMPILATION()
GPU_SHADER_CREATE_END()