Cleanup: Overlays: Remove unused facefill shader

This commit is contained in:
Clément Foucault
2022-04-05 13:18:41 +02:00
parent 328dfab423
commit c8d658c5ed
3 changed files with 0 additions and 32 deletions

View File

@@ -448,8 +448,6 @@ set(GLSL_SRC
engines/overlay/shaders/edit_lattice_point_vert.glsl
engines/overlay/shaders/edit_lattice_wire_vert.glsl
engines/overlay/shaders/edit_mesh_common_lib.glsl
engines/overlay/shaders/edit_mesh_facefill_frag.glsl
engines/overlay/shaders/edit_mesh_facefill_vert.glsl
engines/overlay/shaders/edit_mesh_frag.glsl
engines/overlay/shaders/edit_mesh_geom.glsl
engines/overlay/shaders/edit_mesh_normal_vert.glsl

View File

@@ -1,7 +0,0 @@
flat in vec4 faceColor;
out vec4 FragColor;
void main()
{
FragColor = faceColor;
}

View File

@@ -1,23 +0,0 @@
uniform ivec4 dataMask = ivec4(0xFF);
in vec3 pos;
in ivec4 data;
flat out vec4 faceColor;
void main()
{
GPU_INTEL_VERTEX_SHADER_WORKAROUND
vec3 world_pos = point_object_to_world(pos);
gl_Position = point_world_to_ndc(world_pos);
ivec4 data_m = data & dataMask;
faceColor = EDIT_MESH_face_color(data_m.x);
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance(world_pos);
#endif
}