diff options
author | Mike Erwin <significant.bit@gmail.com> | 2017-05-19 19:35:49 +0300 |
---|---|---|
committer | Mike Erwin <significant.bit@gmail.com> | 2017-05-19 19:36:10 +0300 |
commit | 8561a2dda7464207002d369619008313fde0042b (patch) | |
tree | 2a71adb3b66d965d43c1aa95c77de84d2b167e9e /source/blender/gpu | |
parent | 521886060738885427b8346812b7fcccf7057db6 (diff) |
OpenGL: remove BIT_OPERATIONS check from GLSL
Since the upgrade we can use bitwise operations without checking. No more lame fallbacks!
Diffstat (limited to 'source/blender/gpu')
-rw-r--r-- | source/blender/gpu/intern/gpu_shader.c | 4 | ||||
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 36 |
2 files changed, 0 insertions, 40 deletions
diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c index d52be6ef6e4..24eb88d0114 100644 --- a/source/blender/gpu/intern/gpu_shader.c +++ b/source/blender/gpu/intern/gpu_shader.c @@ -225,10 +225,6 @@ static void gpu_shader_standard_defines(char defines[MAX_DEFINE_LENGTH], if (GPU_bicubic_bump_support()) strcat(defines, "#define BUMP_BICUBIC\n"); - if (GLEW_VERSION_3_0) { - strcat(defines, "#define BIT_OPERATIONS\n"); - } - #ifdef WITH_OPENSUBDIV /* TODO(sergey): Check whether we actually compiling shader for * the OpenSubdiv mesh. diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index 511e2a4a1a7..be974768cae 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -2454,7 +2454,6 @@ int quick_floor(float x) return int(x) - ((x < 0) ? 1 : 0); } -#ifdef BIT_OPERATIONS float integer_noise(int n) { int nn; @@ -2519,7 +2518,6 @@ vec3 cellnoise_color(vec3 p) return vec3(r, g, b); } -#endif // BIT_OPERATIONS float floorfrac(float x, out int i) { @@ -3092,7 +3090,6 @@ void node_tex_checker(vec3 co, vec4 color1, vec4 color2, float scale, out vec4 c fac = check ? 1.0 : 0.0; } -#ifdef BIT_OPERATIONS vec2 calc_brick_texture(vec3 p, float mortar_size, float mortar_smooth, float bias, float brick_width, float row_height, float offset_amount, int offset_frequency, @@ -3128,7 +3125,6 @@ vec2 calc_brick_texture(vec3 p, float mortar_size, float mortar_smooth, float bi return vec2(tint, smoothstep(0.0, mortar_smooth, min_dist)); } } -#endif void node_tex_brick(vec3 co, vec4 color1, vec4 color2, @@ -3139,7 +3135,6 @@ void node_tex_brick(vec3 co, float squash_amount, float squash_frequency, out vec4 color, out float fac) { -#ifdef BIT_OPERATIONS vec2 f2 = calc_brick_texture(co * scale, mortar_size, mortar_smooth, bias, brick_width, row_height, @@ -3153,10 +3148,6 @@ void node_tex_brick(vec3 co, } color = mix(color1, mortar, f); fac = f; -#else - color = vec4(1.0); - fac = 1.0; -#endif } void node_tex_clouds(vec3 co, float size, out vec4 color, out float fac) @@ -3352,7 +3343,6 @@ void node_tex_magic(vec3 co, float scale, float distortion, float depth, out vec fac = (color.x + color.y + color.z) / 3.0; } -#ifdef BIT_OPERATIONS float noise_fade(float t) { return t * t * t * (t * (t * 6.0 - 15.0) + 10.0); @@ -3443,11 +3433,9 @@ float noise_turbulence(vec3 p, float octaves, int hard) return sum; } } -#endif // BIT_OPERATIONS void node_tex_noise(vec3 co, float scale, float detail, float distortion, out vec4 color, out float fac) { -#ifdef BIT_OPERATIONS vec3 p = co * scale; int hard = 0; if (distortion != 0.0) { @@ -3463,15 +3451,8 @@ void node_tex_noise(vec3 co, float scale, float detail, float distortion, out ve noise_turbulence(vec3(p.y, p.x, p.z), detail, hard), noise_turbulence(vec3(p.y, p.z, p.x), detail, hard), 1); -#else // BIT_OPERATIONS - color = vec4(1.0); - fac = 1.0; -#endif // BIT_OPERATIONS } - -#ifdef BIT_OPERATIONS - /* Musgrave fBm * * H: fractal increment parameter @@ -3656,7 +3637,6 @@ float svm_musgrave(int type, return intensity * noise_musgrave_hetero_terrain(p, dimension, lacunarity, octaves, offset); return 0.0; } -#endif // #ifdef BIT_OPERATIONS void node_tex_musgrave(vec3 co, float scale, @@ -3669,7 +3649,6 @@ void node_tex_musgrave(vec3 co, out vec4 color, out float fac) { -#ifdef BIT_OPERATIONS fac = svm_musgrave(int(type), dimension, lacunarity, @@ -3678,9 +3657,6 @@ void node_tex_musgrave(vec3 co, 1.0, gain, co * scale); -#else - fac = 1.0; -#endif color = vec4(fac, fac, fac, 1.0); } @@ -3692,7 +3668,6 @@ void node_tex_sky(vec3 co, out vec4 color) void node_tex_voronoi(vec3 co, float scale, float coloring, out vec4 color, out float fac) { -#ifdef BIT_OPERATIONS vec3 p = co * scale; int xx, yy, zz, xi, yi, zi; float da[4]; @@ -3757,13 +3732,8 @@ void node_tex_voronoi(vec3 co, float scale, float coloring, out vec4 color, out color = vec4(cellnoise_color(pa[0]), 1); fac = (color.x + color.y + color.z) * (1.0 / 3.0); } -#else // BIT_OPERATIONS - color = vec4(1.0); - fac = 1.0; -#endif // BIT_OPERATIONS } -#ifdef BIT_OPERATIONS float calc_wave(vec3 p, float distortion, float detail, float detail_scale, int wave_type, int wave_profile) { float n; @@ -3785,22 +3755,16 @@ float calc_wave(vec3 p, float distortion, float detail, float detail_scale, int return (n < 0.0) ? n + 1.0 : n; } } -#endif // BIT_OPERATIONS void node_tex_wave( vec3 co, float scale, float distortion, float detail, float detail_scale, float wave_type, float wave_profile, out vec4 color, out float fac) { -#ifdef BIT_OPERATIONS float f; f = calc_wave(co * scale, distortion, detail, detail_scale, int(wave_type), int(wave_profile)); color = vec4(f, f, f, 1.0); fac = f; -#else // BIT_OPERATIONS - color = vec4(1.0); - fac = 1; -#endif // BIT_OPERATIONS } /* light path */ |