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authorJeroen Bakker <jeroen@blender.org>2022-01-10 14:32:39 +0300
committerJeroen Bakker <jeroen@blender.org>2022-01-10 14:51:21 +0300
commitcfb3f5062ddfbe8974d4cafab16b6b6e25f1d9b9 (patch)
tree2abce4132b4cf20a2cfb4352622b6ae664089d8b /source/blender/gpu/shaders
parent3488339475746f93cc050ac1dd6308810368ca00 (diff)
Cleanup: Remove unused source files.
Diffstat (limited to 'source/blender/gpu/shaders')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_edituvs_edges_frag.glsl30
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_edituvs_edges_vert.glsl38
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_edituvs_facedots_vert.glsl19
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_edituvs_faces_vert.glsl26
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_edituvs_points_vert.glsl44
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_edituvs_stretch_vert.glsl98
6 files changed, 0 insertions, 255 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_edituvs_edges_frag.glsl b/source/blender/gpu/shaders/gpu_shader_2D_edituvs_edges_frag.glsl
deleted file mode 100644
index 108fc85c4a5..00000000000
--- a/source/blender/gpu/shaders/gpu_shader_2D_edituvs_edges_frag.glsl
+++ /dev/null
@@ -1,30 +0,0 @@
-
-
-uniform float dashWidth;
-
-#ifdef SMOOTH_COLOR
-noperspective in vec4 finalColor;
-#else
-flat in vec4 finalColor;
-#endif
-
-noperspective in vec2 stipple_pos;
-flat in vec2 stipple_start;
-
-out vec4 fragColor;
-
-void main()
-{
- fragColor = finalColor;
-
- /* Avoid passing viewport size */
- vec2 dd = fwidth(stipple_pos);
-
- float dist = distance(stipple_start, stipple_pos) / max(dd.x, dd.y);
-
- if (fract(dist / dashWidth) > 0.5) {
- fragColor.rgb = vec3(0.0);
- }
-
- fragColor = blender_srgb_to_framebuffer_space(fragColor);
-}
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_edituvs_edges_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_edituvs_edges_vert.glsl
deleted file mode 100644
index 69fe5c93a61..00000000000
--- a/source/blender/gpu/shaders/gpu_shader_2D_edituvs_edges_vert.glsl
+++ /dev/null
@@ -1,38 +0,0 @@
-
-uniform mat4 ModelViewProjectionMatrix;
-uniform vec4 edgeColor;
-uniform vec4 selectColor;
-
-in vec2 pos;
-in int flag;
-
-#ifdef SMOOTH_COLOR
-noperspective out vec4 finalColor;
-#else
-flat out vec4 finalColor;
-#endif
-
-noperspective out vec2 stipple_pos;
-flat out vec2 stipple_start;
-
-/* TODO: Port drawing to draw manager and
- * remove constants duplications. */
-#define VERT_UV_SELECT (1 << 3)
-#define EDGE_UV_SELECT (1 << 5)
-
-void main()
-{
-#ifdef SMOOTH_COLOR
- bool is_select = (flag & VERT_UV_SELECT) != 0;
-#else
- bool is_select = (flag & EDGE_UV_SELECT) != 0;
-#endif
-
- gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
- gl_Position.z = float(!is_select);
-
- /* Avoid precision loss. */
- stipple_start = stipple_pos = 500.0 + 500.0 * (gl_Position.xy / gl_Position.w);
-
- finalColor = (is_select) ? selectColor : edgeColor;
-}
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_edituvs_facedots_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_edituvs_facedots_vert.glsl
deleted file mode 100644
index 7a94fc088c4..00000000000
--- a/source/blender/gpu/shaders/gpu_shader_2D_edituvs_facedots_vert.glsl
+++ /dev/null
@@ -1,19 +0,0 @@
-
-uniform mat4 ModelViewProjectionMatrix;
-uniform vec4 vertColor;
-uniform vec4 selectColor;
-
-in vec2 pos;
-in int flag;
-
-out vec4 finalColor;
-
-/* TODO: Port drawing to draw manager and
- * remove constants duplications. */
-#define FACE_UV_SELECT (1 << 7)
-
-void main()
-{
- gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
- finalColor = ((flag & FACE_UV_SELECT) != 0) ? selectColor : vertColor;
-}
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_edituvs_faces_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_edituvs_faces_vert.glsl
deleted file mode 100644
index 6fc41271cf5..00000000000
--- a/source/blender/gpu/shaders/gpu_shader_2D_edituvs_faces_vert.glsl
+++ /dev/null
@@ -1,26 +0,0 @@
-
-uniform mat4 ModelViewProjectionMatrix;
-uniform vec4 faceColor;
-uniform vec4 selectColor;
-uniform vec4 activeColor;
-
-in vec2 pos;
-in int flag;
-
-flat out vec4 finalColor;
-
-/* TODO: Port drawing to draw manager and
- * remove constants duplications. */
-#define FACE_UV_ACTIVE (1 << 6)
-#define FACE_UV_SELECT (1 << 7)
-
-void main()
-{
- gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
-
- bool is_selected = (flag & FACE_UV_SELECT) != 0;
- bool is_active = (flag & FACE_UV_ACTIVE) != 0;
-
- finalColor = (is_selected) ? selectColor : faceColor;
- finalColor = (is_active) ? activeColor : finalColor;
-}
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_edituvs_points_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_edituvs_points_vert.glsl
deleted file mode 100644
index bec565be1df..00000000000
--- a/source/blender/gpu/shaders/gpu_shader_2D_edituvs_points_vert.glsl
+++ /dev/null
@@ -1,44 +0,0 @@
-
-uniform mat4 ModelViewProjectionMatrix;
-uniform vec4 vertColor;
-uniform vec4 selectColor;
-uniform vec4 pinnedColor;
-uniform float pointSize;
-uniform float outlineWidth;
-
-in vec2 pos;
-in int flag;
-
-out vec4 fillColor;
-out vec4 outlineColor;
-out vec4 radii;
-
-/* TODO: Port drawing to draw manager and
- * remove constants duplications. */
-#define VERT_UV_SELECT (1 << 3)
-#define VERT_UV_PINNED (1 << 4)
-
-void main()
-{
- gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
- gl_PointSize = pointSize;
-
- bool is_selected = (flag & VERT_UV_SELECT) != 0;
- bool is_pinned = (flag & VERT_UV_PINNED) != 0;
-
- vec4 deselect_col = (is_pinned) ? pinnedColor : vertColor;
- fillColor = (is_selected) ? selectColor : deselect_col;
- outlineColor = (is_pinned) ? pinnedColor : vec4(fillColor.rgb, 0.0);
-
- /* Calculate concentric radii in pixels. */
- float radius = 0.5 * pointSize;
-
- /* 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 /= pointSize;
-}
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_edituvs_stretch_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_edituvs_stretch_vert.glsl
deleted file mode 100644
index 3254a7e1508..00000000000
--- a/source/blender/gpu/shaders/gpu_shader_2D_edituvs_stretch_vert.glsl
+++ /dev/null
@@ -1,98 +0,0 @@
-
-uniform mat4 ModelViewProjectionMatrix;
-uniform vec2 aspect;
-
-in vec2 pos;
-
-#ifdef STRETCH_ANGLE
-in vec2 uv_angles;
-in float angle;
-
-#else
-in float ratio;
-uniform float totalAreaRatio;
-uniform float totalAreaRatioInv;
-
-#endif
-
-noperspective out vec4 finalColor;
-
-vec3 weight_to_rgb(float weight)
-{
- vec3 r_rgb;
- float blend = ((weight / 2.0) + 0.5);
-
- if (weight <= 0.25) { /* blue->cyan */
- r_rgb[0] = 0.0;
- r_rgb[1] = blend * weight * 4.0;
- r_rgb[2] = blend;
- }
- else if (weight <= 0.50) { /* cyan->green */
- r_rgb[0] = 0.0;
- r_rgb[1] = blend;
- r_rgb[2] = blend * (1.0 - ((weight - 0.25) * 4.0));
- }
- else if (weight <= 0.75) { /* green->yellow */
- r_rgb[0] = blend * ((weight - 0.50) * 4.0);
- r_rgb[1] = blend;
- r_rgb[2] = 0.0;
- }
- else if (weight <= 1.0) { /* yellow->red */
- r_rgb[0] = blend;
- r_rgb[1] = blend * (1.0 - ((weight - 0.75) * 4.0));
- r_rgb[2] = 0.0;
- }
- else {
- /* exceptional value, unclamped or nan,
- * avoid uninitialized memory use */
- r_rgb[0] = 1.0;
- r_rgb[1] = 0.0;
- r_rgb[2] = 1.0;
- }
-
- return r_rgb;
-}
-
-#define M_PI 3.1415926535897932
-
-vec2 angle_to_v2(float angle)
-{
- return vec2(cos(angle), sin(angle));
-}
-
-/* Adapted from BLI_math_vector.h */
-float angle_normalized_v2v2(vec2 v1, vec2 v2)
-{
- v1 = normalize(v1 * aspect);
- v2 = normalize(v2 * aspect);
- /* this is the same as acos(dot_v3v3(v1, v2)), but more accurate */
- bool q = (dot(v1, v2) >= 0.0);
- vec2 v = (q) ? (v1 - v2) : (v1 + v2);
- float a = 2.0 * asin(length(v) / 2.0);
- return (q) ? a : M_PI - a;
-}
-
-float area_ratio_to_stretch(float ratio, float tot_ratio, float inv_tot_ratio)
-{
- ratio *= (ratio > 0.0f) ? tot_ratio : -inv_tot_ratio;
- return (ratio > 1.0f) ? (1.0f / ratio) : ratio;
-}
-
-void main()
-{
- gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
-
-#ifdef STRETCH_ANGLE
- vec2 v1 = angle_to_v2(uv_angles.x * M_PI);
- vec2 v2 = angle_to_v2(uv_angles.y * M_PI);
- float uv_angle = angle_normalized_v2v2(v1, v2) / M_PI;
- float stretch = 1.0 - abs(uv_angle - angle);
- stretch = stretch;
- stretch = 1.0 - stretch * stretch;
-#else
- float stretch = 1.0 - area_ratio_to_stretch(ratio, totalAreaRatio, totalAreaRatioInv);
-
-#endif
-
- finalColor = vec4(weight_to_rgb(stretch), 1.0);
-}