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authorJeroen Bakker <jeroen@blender.org>2022-01-10 14:47:11 +0300
committerJeroen Bakker <jeroen@blender.org>2022-01-10 14:51:21 +0300
commit1b57dcf3209a1d31b59415302897c41d1ccba846 (patch)
tree7b3afdb22c11beac78f0bd0cc2300a7a086da0f9 /source/blender/gpu/shaders
parent6669431846af3e9b595f6916b904831155494a73 (diff)
Remove GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_AA.
Shader isn't used and not accessible via py-api.
Diffstat (limited to 'source/blender/gpu/shaders')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert.glsl28
-rw-r--r--source/blender/gpu/shaders/gpu_shader_point_varying_color_outline_aa_frag.glsl33
2 files changed, 0 insertions, 61 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert.glsl
deleted file mode 100644
index 3eec271913a..00000000000
--- a/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert.glsl
+++ /dev/null
@@ -1,28 +0,0 @@
-
-uniform mat4 ModelViewProjectionMatrix;
-uniform float size;
-uniform float outlineWidth;
-
-in vec2 pos;
-in vec4 color;
-out vec4 radii;
-out vec4 fillColor;
-
-void main()
-{
- gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
- gl_PointSize = size;
- fillColor = color;
-
- /* Calculate concentric radii in pixels. */
- float radius = 0.5 * size;
-
- /* Start at the outside and progress toward the center. */
- radii[0] = radius;
- radii[1] = radius - 1.0;
- radii[2] = radius - outlineWidth;
- radii[3] = radius - outlineWidth - 1.0;
-
- /* Convert to PointCoord units. */
- radii /= size;
-}
diff --git a/source/blender/gpu/shaders/gpu_shader_point_varying_color_outline_aa_frag.glsl b/source/blender/gpu/shaders/gpu_shader_point_varying_color_outline_aa_frag.glsl
deleted file mode 100644
index 1d936e4e072..00000000000
--- a/source/blender/gpu/shaders/gpu_shader_point_varying_color_outline_aa_frag.glsl
+++ /dev/null
@@ -1,33 +0,0 @@
-
-uniform vec4 outlineColor;
-
-in vec4 radii;
-in vec4 fillColor;
-out vec4 fragColor;
-
-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));
- }
-}