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author | Clément Foucault <foucault.clem@gmail.com> | 2020-03-27 19:20:48 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2020-03-27 22:00:27 +0300 |
commit | a7110618ff3205e2389768f1c387f263dc0d4da3 (patch) | |
tree | 081e75ebef5eb9ece874948d6e1bc6d08b54bdeb /source/blender/gpu/GPU_shader.h | |
parent | 0c0170f77a66eb07b2a59ea0303216df01bb09ac (diff) |
Cleanup: GPUShader: Remove unused shaders
Diffstat (limited to 'source/blender/gpu/GPU_shader.h')
-rw-r--r-- | source/blender/gpu/GPU_shader.h | 27 |
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. |