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authorClément Foucault <foucault.clem@gmail.com>2020-03-27 19:20:48 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-03-27 22:00:27 +0300
commita7110618ff3205e2389768f1c387f263dc0d4da3 (patch)
tree081e75ebef5eb9ece874948d6e1bc6d08b54bdeb /source/blender/gpu/GPU_shader.h
parent0c0170f77a66eb07b2a59ea0303216df01bb09ac (diff)
Cleanup: GPUShader: Remove unused shaders
Diffstat (limited to 'source/blender/gpu/GPU_shader.h')
-rw-r--r--source/blender/gpu/GPU_shader.h27
1 files changed, 0 insertions, 27 deletions
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index 334e295c636..bb26f5d41a3 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -107,10 +107,6 @@ typedef enum eGPUBuiltinShader {
GPU_SHADER_TEXT,
GPU_SHADER_KEYFRAME_DIAMOND,
GPU_SHADER_SIMPLE_LIGHTING,
- GPU_SHADER_SIMPLE_LIGHTING_FLAT_COLOR,
- GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR,
- GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR_ALPHA,
-
/* for simple 2D drawing */
/**
* Take a single color for all the vertices and a 2D position for each vertex.
@@ -133,7 +129,6 @@ typedef enum eGPUBuiltinShader {
* \param pos: in vec2
*/
GPU_SHADER_2D_SMOOTH_COLOR,
- GPU_SHADER_2D_SMOOTH_COLOR_DITHER,
GPU_SHADER_2D_IMAGE,
GPU_SHADER_2D_IMAGE_COLOR,
GPU_SHADER_2D_IMAGE_DESATURATE_COLOR,
@@ -141,14 +136,6 @@ typedef enum eGPUBuiltinShader {
GPU_SHADER_2D_IMAGE_ALPHA,
GPU_SHADER_2D_IMAGE_RECT_COLOR,
GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR,
- GPU_SHADER_2D_IMAGE_MULTISAMPLE_2,
- GPU_SHADER_2D_IMAGE_MULTISAMPLE_4,
- GPU_SHADER_2D_IMAGE_MULTISAMPLE_8,
- GPU_SHADER_2D_IMAGE_MULTISAMPLE_16,
- GPU_SHADER_2D_IMAGE_MULTISAMPLE_2_DEPTH_TEST,
- GPU_SHADER_2D_IMAGE_MULTISAMPLE_4_DEPTH_TEST,
- GPU_SHADER_2D_IMAGE_MULTISAMPLE_8_DEPTH_TEST,
- GPU_SHADER_2D_IMAGE_MULTISAMPLE_16_DEPTH_TEST,
GPU_SHADER_2D_CHECKER,
GPU_SHADER_2D_DIAG_STRIPES,
/* for simple 3D drawing */
@@ -159,8 +146,6 @@ typedef enum eGPUBuiltinShader {
* \param pos: in vec3
*/
GPU_SHADER_3D_UNIFORM_COLOR,
- /* Sets Z-depth to 1.0 (draw onto background). */
- GPU_SHADER_3D_UNIFORM_COLOR_BACKGROUND,
/**
* Take a 3D position and color for each vertex without color interpolation.
*
@@ -196,18 +181,6 @@ typedef enum eGPUBuiltinShader {
* \param pos: in vec3
*/
GPU_SHADER_3D_IMAGE_MODULATE_ALPHA,
- /**
- * Draw linearized depth texture relate to near and far distances.
- * Take a 3D position and a 2D texture coordinate for each vertex.
- *
- * \param znear: uniform float
- * \param zfar: uniform float
- * \param image: uniform sampler2D
- * \param texCoord: in vec2
- * \param pos: in vec3
- */
- GPU_SHADER_3D_IMAGE_DEPTH,
- GPU_SHADER_3D_IMAGE_DEPTH_COPY,
/* points */
/**
* Draw round points with a hardcoded size.