Kaynağa Gözat

Remove old sprite shaders

Daniel Salvadori 6 yıl önce
ebeveyn
işleme
e1a3ee35ac

+ 1 - 75
renderer/shaders/sources.go

@@ -1,4 +1,4 @@
-// File generated by G3NSHADERS. Do not edit.
+// Code generated by G3NSHADERS. DO NOT EDIT.
 // To regenerate this file install 'g3nshaders' and execute:
 // 'go generate' in this folder.
 
@@ -1110,77 +1110,6 @@ void main() {
 
 `
 
-const sprite_fragment_source = `//
-// Fragment shader for sprite
-//
-
-precision highp float;
-
-#include <material>
-
-// Inputs from vertex shader
-in vec3 Color;
-in vec2 FragTexcoord;
-
-// Output
-out vec4 FragColor;
-
-void main() {
-
-    // Combine all texture colors and opacity
-    vec4 texCombined = vec4(1);
-#if MAT_TEXTURES>0
-    for (int i = 0; i < {{.MatTexturesMax}}; i++) {
-        vec4 texcolor = texture(MatTexture[i], FragTexcoord * MatTexRepeat(i) + MatTexOffset(i));
-        if (i == 0) {
-            texCombined = texcolor;
-        } else {
-            texCombined = mix(texCombined, texcolor, texcolor.a);
-        }
-    }
-#endif
-
-    // Combine material color with texture
-    FragColor = min(vec4(Color, MatOpacity) * texCombined, vec4(1));
-}
-
-`
-
-const sprite_vertex_source = `//
-// Vertex shader for sprites
-//
-
-#include <attributes>
-
-// Input uniforms
-uniform mat4 MVP;
-
-#include <material>
-
-// Outputs for fragment shader
-out vec3 Color;
-out vec2 FragTexcoord;
-
-void main() {
-
-    // Applies transformation to vertex position
-    gl_Position = MVP * vec4(VertexPosition, 1.0);
-
-    // Outputs color
-    Color = MatDiffuseColor;
-
-    // Flips texture coordinate Y if requested.
-    vec2 texcoord = VertexTexcoord;
-#if MAT_TEXTURES>0
-    if (MatTexFlipY[0]) {
-        texcoord.y = 1.0 - texcoord.y;
-    }
-#endif
-    FragTexcoord = texcoord;
-}
-
-`
-
 const standard_fragment_source = `//
 // Fragment Shader template
 //
@@ -1315,8 +1244,6 @@ var shaderMap = map[string]string{
 	"physical_vertex":   physical_vertex_source,
 	"point_fragment":    point_fragment_source,
 	"point_vertex":      point_vertex_source,
-	"sprite_fragment":   sprite_fragment_source,
-	"sprite_vertex":     sprite_vertex_source,
 	"standard_fragment": standard_fragment_source,
 	"standard_vertex":   standard_vertex_source,
 }
@@ -1329,6 +1256,5 @@ var programMap = map[string]ProgramInfo{
 	"phong":    {"phong_vertex", "phong_fragment", ""},
 	"physical": {"physical_vertex", "physical_fragment", ""},
 	"point":    {"point_vertex", "point_fragment", ""},
-	"sprite":   {"sprite_vertex", "sprite_fragment", ""},
 	"standard": {"standard_vertex", "standard_fragment", ""},
 }

+ 0 - 34
renderer/shaders/sprite_fragment.glsl

@@ -1,34 +0,0 @@
-//
-// Fragment shader for sprite
-//
-
-precision highp float;
-
-#include <material>
-
-// Inputs from vertex shader
-in vec3 Color;
-in vec2 FragTexcoord;
-
-// Output
-out vec4 FragColor;
-
-void main() {
-
-    // Combine all texture colors and opacity
-    vec4 texCombined = vec4(1);
-#if MAT_TEXTURES>0
-    for (int i = 0; i < {{.MatTexturesMax}}; i++) {
-        vec4 texcolor = texture(MatTexture[i], FragTexcoord * MatTexRepeat(i) + MatTexOffset(i));
-        if (i == 0) {
-            texCombined = texcolor;
-        } else {
-            texCombined = mix(texCombined, texcolor, texcolor.a);
-        }
-    }
-#endif
-
-    // Combine material color with texture
-    FragColor = min(vec4(Color, MatOpacity) * texCombined, vec4(1));
-}
-

+ 0 - 33
renderer/shaders/sprite_vertex.glsl

@@ -1,33 +0,0 @@
-//
-// Vertex shader for sprites
-//
-
-#include <attributes>
-
-// Input uniforms
-uniform mat4 MVP;
-
-#include <material>
-
-// Outputs for fragment shader
-out vec3 Color;
-out vec2 FragTexcoord;
-
-void main() {
-
-    // Applies transformation to vertex position
-    gl_Position = MVP * vec4(VertexPosition, 1.0);
-
-    // Outputs color
-    Color = MatDiffuseColor;
-
-    // Flips texture coordinate Y if requested.
-    vec2 texcoord = VertexTexcoord;
-#if MAT_TEXTURES>0
-    if (MatTexFlipY[0]) {
-        texcoord.y = 1.0 - texcoord.y;
-    }
-#endif
-    FragTexcoord = texcoord;
-}
-