diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2022-05-02 02:31:24 +0300 |
---|---|---|
committer | Clément Foucault <foucault.clem@gmail.com> | 2022-05-02 02:31:24 +0300 |
commit | a5644f9a28ea46892f9a480a5bb7b44a8f0c8759 (patch) | |
tree | 36a24c5ad73a8ea7e59d2e38968d95ed73c0acbc /source/blender | |
parent | aaab3c8ad4e3fca6920f0888c5e4f68ad12d6dd3 (diff) |
Cleanup: GPUBuiltinShader: Remove old shader interfaces
This leaves some of the unresolved case where we still need both
implementation.
Diffstat (limited to 'source/blender')
49 files changed, 0 insertions, 461 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_area_borders_frag.glsl b/source/blender/gpu/shaders/gpu_shader_2D_area_borders_frag.glsl index 4ebcb9c397f..b257eeb3a11 100644 --- a/source/blender/gpu/shaders/gpu_shader_2D_area_borders_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_2D_area_borders_frag.glsl @@ -1,11 +1,3 @@ -#ifndef USE_GPU_SHADER_CREATE_INFO -uniform vec4 color; -uniform float scale; - -in vec2 uv; - -out vec4 fragColor; -#endif void main() { diff --git a/source/blender/gpu/shaders/gpu_shader_2D_area_borders_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_area_borders_vert.glsl index c6f01d68eee..a4c1c0054f8 100644 --- a/source/blender/gpu/shaders/gpu_shader_2D_area_borders_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_2D_area_borders_vert.glsl @@ -1,14 +1,3 @@ -#ifndef USE_GPU_SHADER_CREATE_INFO -uniform mat4 ModelViewProjectionMatrix; - -uniform vec4 rect; -uniform int cornerLen; -uniform float scale; - -in vec2 pos; - -out vec2 uv; -#endif void main() { diff --git a/source/blender/gpu/shaders/gpu_shader_2D_flat_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_flat_color_vert.glsl index 494ef8d888e..cf948bb2533 100644 --- a/source/blender/gpu/shaders/gpu_shader_2D_flat_color_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_2D_flat_color_vert.glsl @@ -1,11 +1,3 @@ -#ifndef USE_GPU_SHADER_CREATE_INFO -uniform mat4 ModelViewProjectionMatrix; - -in vec2 pos; -in vec4 color; - -flat out vec4 finalColor; -#endif void main() { diff --git a/source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl index 353bf1481da..0309a98f965 100644 --- a/source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl @@ -3,18 +3,6 @@ * does not need any vertex input (producing less call to immBegin/End) */ -/* Same as ICON_DRAW_CACHE_SIZE */ -#ifndef USE_GPU_SHADER_CREATE_INFO -# define MAX_CALLS 16 - -uniform vec4 calls_data[MAX_CALLS * 3]; - -out vec2 texCoord_interp; -flat out vec4 finalColor; - -in vec2 pos; -#endif - void main() { vec4 rect = multi_rect_data.calls_data[gl_InstanceID * 3]; diff --git a/source/blender/gpu/shaders/gpu_shader_2D_image_rect_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_image_rect_vert.glsl index 11bb311740c..c7a36955a99 100644 --- a/source/blender/gpu/shaders/gpu_shader_2D_image_rect_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_2D_image_rect_vert.glsl @@ -3,14 +3,6 @@ * does not need any vertex input (producing less call to immBegin/End) */ -#ifndef USE_GPU_SHADER_CREATE_INFO -uniform mat4 ModelViewProjectionMatrix; -uniform vec4 rect_icon; -uniform vec4 rect_geom; - -out vec2 texCoord_interp; -#endif - void main() { vec2 uv; diff --git a/source/blender/gpu/shaders/gpu_shader_2D_nodelink_frag.glsl b/source/blender/gpu/shaders/gpu_shader_2D_nodelink_frag.glsl index c4d56579b18..ecda17a7495 100644 --- a/source/blender/gpu/shaders/gpu_shader_2D_nodelink_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_2D_nodelink_frag.glsl @@ -1,14 +1,3 @@ -#ifndef USE_GPU_SHADER_CREATE_INFO -in float colorGradient; -in vec4 finalColor; -in float lineU; -flat in float lineLength; -flat in float dashFactor; -flat in float dashAlpha; -flat in int isMainLine; - -out vec4 fragColor; -#endif #define DASH_WIDTH 10.0 #define ANTIALIAS 1.0 diff --git a/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl index f2b6aa1f12c..199144d8701 100644 --- a/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl @@ -1,12 +1,4 @@ -#ifndef USE_GPU_SHADER_CREATE_INFO -uniform mat4 ModelViewProjectionMatrix; -uniform float size; - -in vec2 pos; -out vec2 radii; -#endif - void main() { gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0); diff --git a/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl index 5d97fca1116..73aadf3d79d 100644 --- a/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl @@ -1,11 +1,3 @@ -#ifndef USE_GPU_SHADER_CREATE_INFO -uniform mat4 ModelViewProjectionMatrix; -uniform float size; -uniform float outlineWidth; - -in vec2 pos; -out vec4 radii; -#endif void main() { diff --git a/source/blender/gpu/shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl index 6ba6f980406..3e1ac8c9761 100644 --- a/source/blender/gpu/shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl @@ -1,11 +1,3 @@ -#ifndef USE_GPU_SHADER_CREATE_INFO -uniform mat4 ModelViewProjectionMatrix; - -in vec2 pos; -in float size; -in vec4 color; -out vec4 finalColor; -#endif void main() { diff --git a/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_frag.glsl index 1ec84598bf1..8690ba0767a 100644 --- a/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_frag.glsl @@ -1,10 +1,5 @@ #pragma BLENDER_REQUIRE(gpu_shader_colorspace_lib.glsl) -#ifndef USE_GPU_SHADER_CREATE_INFO -noperspective in vec4 finalColor; -out vec4 fragColor; -#endif - void main() { fragColor = finalColor; diff --git a/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_vert.glsl index 5d19aea9168..cf948bb2533 100644 --- a/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_vert.glsl @@ -1,11 +1,3 @@ -#ifndef USE_GPU_SHADER_CREATE_INFO -uniform mat4 ModelViewProjectionMatrix; - -in vec2 pos; -in vec4 color; - -noperspective out vec4 finalColor; -#endif void main() { diff --git a/source/blender/gpu/shaders/gpu_shader_2D_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_vert.glsl index 698f20ae1f9..b4dc786e296 100644 --- a/source/blender/gpu/shaders/gpu_shader_2D_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_2D_vert.glsl @@ -1,15 +1,4 @@ -#ifndef USE_GPU_SHADER_CREATE_INFO -uniform mat4 ModelViewProjectionMatrix; - -# ifdef UV_POS -in vec2 u; -# define pos u -# else -in vec2 pos; -# endif -#endif - void main() { gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0); diff --git a/source/blender/gpu/shaders/gpu_shader_3D_clipped_uniform_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_clipped_uniform_color_vert.glsl index 1a87796f7c4..df1988bd857 100644 --- a/source/blender/gpu/shaders/gpu_shader_3D_clipped_uniform_color_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_3D_clipped_uniform_color_vert.glsl @@ -1,10 +1,3 @@ -#ifndef USE_GPU_SHADER_CREATE_INFO -uniform mat4 ModelViewProjectionMatrix; -uniform mat4 ModelMatrix; -uniform vec4 ClipPlane; - -in vec3 pos; -#endif void main() { diff --git a/source/blender/gpu/shaders/gpu_shader_3D_flat_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_flat_color_vert.glsl index b6132113bc9..ca33b8cd52f 100644 --- a/source/blender/gpu/shaders/gpu_shader_3D_flat_color_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_3D_flat_color_vert.glsl @@ -1,17 +1,5 @@ #pragma BLENDER_REQUIRE(gpu_shader_cfg_world_clip_lib.glsl) -#ifndef USE_GPU_SHADER_CREATE_INFO -uniform mat4 ModelViewProjectionMatrix; -# ifdef USE_WORLD_CLIP_PLANES -uniform mat4 ModelMatrix; -# endif - -in vec3 pos; -in vec4 color; - -flat out vec4 finalColor; -#endif - void main() { vec4 pos_4d = vec4(pos, 1.0); diff --git a/source/blender/gpu/shaders/gpu_shader_3D_image_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_image_vert.glsl index 908d442739a..840701e890d 100644 --- a/source/blender/gpu/shaders/gpu_shader_3D_image_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_3D_image_vert.glsl @@ -1,12 +1,4 @@ -#ifndef USE_GPU_SHADER_CREATE_INFO -uniform mat4 ModelViewProjectionMatrix; - -in vec2 texCoord; -in vec3 pos; -out vec2 texCoord_interp; -#endif - void main() { gl_Position = ModelViewProjectionMatrix * vec4(pos.xyz, 1.0f); diff --git a/source/blender/gpu/shaders/gpu_shader_3D_normal_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_normal_vert.glsl index 18fed69eff6..de2b0e39850 100644 --- a/source/blender/gpu/shaders/gpu_shader_3D_normal_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_3D_normal_vert.glsl @@ -1,11 +1,3 @@ -#ifndef USE_GPU_SHADER_CREATE_INFO -uniform mat4 ModelViewProjectionMatrix; -uniform mat3 NormalMatrix; - -in vec3 pos; -in vec3 nor; -out vec3 normal; -#endif void main() { diff --git a/source/blender/gpu/shaders/gpu_shader_3D_passthrough_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_passthrough_vert.glsl index 52e9e71fdd8..a29e99cbe79 100644 --- a/source/blender/gpu/shaders/gpu_shader_3D_passthrough_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_3D_passthrough_vert.glsl @@ -1,11 +1,3 @@ -#ifndef USE_GPU_SHADER_CREATE_INFO -# ifdef USE_WORLD_CLIP_PLANES -uniform mat4 ModelMatrix; -# endif - -/* Does Nothing */ -in vec3 pos; -#endif void main() { diff --git a/source/blender/gpu/shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl index 504b3f75373..a43c1aa40cf 100644 --- a/source/blender/gpu/shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl @@ -1,10 +1,3 @@ -#ifndef USE_GPU_SHADER_CREATE_INFO -uniform mat4 ModelViewProjectionMatrix; - -in vec3 pos; -in vec4 color; -out vec4 finalColor; -#endif void main() { diff --git a/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl index 7f143ccc28d..62894321517 100644 --- a/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl @@ -1,16 +1,5 @@ #pragma BLENDER_REQUIRE(gpu_shader_cfg_world_clip_lib.glsl) -#ifndef USE_GPU_SHADER_CREATE_INFO -uniform mat4 ModelViewProjectionMatrix; -# ifdef USE_WORLD_CLIP_PLANES -uniform mat4 ModelMatrix; -# endif -uniform float size; - -in vec3 pos; -out vec2 radii; -#endif - void main() { vec4 pos_4d = vec4(pos, 1.0); diff --git a/source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl index f048e143da7..2ff55d739cd 100644 --- a/source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl @@ -1,11 +1,3 @@ -#ifndef USE_GPU_SHADER_CREATE_INFO -uniform mat4 ModelViewProjectionMatrix; - -in vec3 pos; -in float size; -in vec4 color; -out vec4 finalColor; -#endif void main() { diff --git a/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_frag.glsl index f374913a32c..8690ba0767a 100644 --- a/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_frag.glsl @@ -1,10 +1,5 @@ #pragma BLENDER_REQUIRE(gpu_shader_colorspace_lib.glsl) -#ifndef USE_GPU_SHADER_CREATE_INFO -in vec4 finalColor; -out vec4 fragColor; -#endif - void main() { fragColor = finalColor; diff --git a/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_vert.glsl index 56a1210c957..9fb1d8b4977 100644 --- a/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_vert.glsl @@ -1,18 +1,5 @@ #pragma BLENDER_REQUIRE(gpu_shader_cfg_world_clip_lib.glsl) -#ifndef USE_GPU_SHADER_CREATE_INFO -uniform mat4 ModelViewProjectionMatrix; - -# ifdef USE_WORLD_CLIP_PLANES -uniform mat4 ModelMatrix; -# endif - -in vec3 pos; -in vec4 color; - -out vec4 finalColor; -#endif - void main() { gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0); diff --git a/source/blender/gpu/shaders/gpu_shader_3D_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_vert.glsl index 1d7b7df49a8..82f899f092b 100644 --- a/source/blender/gpu/shaders/gpu_shader_3D_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_3D_vert.glsl @@ -1,15 +1,5 @@ #pragma BLENDER_REQUIRE(gpu_shader_cfg_world_clip_lib.glsl) -#ifndef USE_GPU_SHADER_CREATE_INFO -uniform mat4 ModelViewProjectionMatrix; - -# ifdef USE_WORLD_CLIP_PLANES -uniform mat4 ModelMatrix; -# endif - -in vec3 pos; -#endif - void main() { gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0); diff --git a/source/blender/gpu/shaders/gpu_shader_checker_frag.glsl b/source/blender/gpu/shaders/gpu_shader_checker_frag.glsl index 9065da0275a..11e026c6dec 100644 --- a/source/blender/gpu/shaders/gpu_shader_checker_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_checker_frag.glsl @@ -1,10 +1,3 @@ -#ifndef USE_GPU_SHADER_CREATE_INFO -uniform vec4 color1; -uniform vec4 color2; -uniform int size; - -out vec4 fragColor; -#endif void main() { diff --git a/source/blender/gpu/shaders/gpu_shader_diag_stripes_frag.glsl b/source/blender/gpu/shaders/gpu_shader_diag_stripes_frag.glsl index a4a24ed8e46..ceb19503993 100644 --- a/source/blender/gpu/shaders/gpu_shader_diag_stripes_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_diag_stripes_frag.glsl @@ -1,11 +1,3 @@ -#ifndef USE_GPU_SHADER_CREATE_INFO -uniform vec4 color1; -uniform vec4 color2; -uniform int size1; -uniform int size2; - -out vec4 fragColor; -#endif void main() { diff --git a/source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl b/source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl index d3d4b66589b..e6b43afa8c0 100644 --- a/source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl @@ -1,7 +1,3 @@ -#ifndef USE_GPU_SHADER_CREATE_INFO -flat in vec4 finalColor; -out vec4 fragColor; -#endif void main() { diff --git a/source/blender/gpu/shaders/gpu_shader_flat_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_flat_color_frag.glsl index 28a716104f1..8690ba0767a 100644 --- a/source/blender/gpu/shaders/gpu_shader_flat_color_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_flat_color_frag.glsl @@ -1,10 +1,5 @@ #pragma BLENDER_REQUIRE(gpu_shader_colorspace_lib.glsl) -#ifndef USE_GPU_SHADER_CREATE_INFO -flat in vec4 finalColor; -out vec4 fragColor; -#endif - void main() { fragColor = finalColor; diff --git a/source/blender/gpu/shaders/gpu_shader_flat_id_frag.glsl b/source/blender/gpu/shaders/gpu_shader_flat_id_frag.glsl index 2aabdb84f16..24bd86fa383 100644 --- a/source/blender/gpu/shaders/gpu_shader_flat_id_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_flat_id_frag.glsl @@ -1,7 +1,3 @@ -#ifndef USE_GPU_SHADER_CREATE_INFO -flat in uint finalId; -out uint fragId; -#endif void main() { diff --git a/source/blender/gpu/shaders/gpu_shader_geometry.glsl b/source/blender/gpu/shaders/gpu_shader_geometry.glsl index 4fdc14289e1..e0e899cfb35 100644 --- a/source/blender/gpu/shaders/gpu_shader_geometry.glsl +++ b/source/blender/gpu/shaders/gpu_shader_geometry.glsl @@ -1,25 +1,3 @@ -#ifndef USE_GPU_SHADER_CREATE_INFO -uniform mat4 ProjectionMatrix; - -uniform int PrimitiveIdBase; -uniform int osd_active_uv_offset; - -layout(lines_adjacency) in; -layout(triangle_strip, max_vertices = 4) out; - -in block -{ - VertexData v; -} -inpt[]; - -/* compatibility */ -out vec3 varnormal; -out vec3 varposition; - -uniform bool osd_flat_shading; -uniform int osd_fvar_count; -#endif #define INTERP_FACE_VARYING_2(result, fvarOffset, tessCoord) \ { \ @@ -39,11 +17,6 @@ uniform int osd_fvar_count; result = vec3(tmp, 0); \ } -#ifndef USE_GPU_SHADER_CREATE_INFO -uniform samplerBuffer FVarDataBuffer; -uniform isamplerBuffer FVarDataOffsetBuffer; -#endif - out block { VertexData v; diff --git a/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_frag.glsl b/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_frag.glsl index 37541bb91f3..04411698a23 100644 --- a/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_frag.glsl @@ -1,9 +1,3 @@ -#ifndef USE_GPU_SHADER_CREATE_INFO -in vec4 mColor; -in vec2 mTexCoord; - -out vec4 fragColor; -#endif void main() { diff --git a/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_geom.glsl b/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_geom.glsl index f076655b459..d048d332d09 100644 --- a/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_geom.glsl +++ b/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_geom.glsl @@ -1,20 +1,3 @@ -#ifndef USE_GPU_SHADER_CREATE_INFO -uniform mat4 ModelViewProjectionMatrix; -uniform vec2 Viewport; -uniform int xraymode; -uniform int caps_start; -uniform int caps_end; -uniform int fill_stroke; - -layout(lines_adjacency) in; -layout(triangle_strip, max_vertices = 13) out; - -in vec4 finalColor[4]; -in float finalThickness[4]; - -out vec4 mColor; -out vec2 mTexCoord; -#endif #define GP_XRAY_FRONT 0 #define GP_XRAY_3DSPACE 1 diff --git a/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_vert.glsl b/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_vert.glsl index 16e12b2989e..f9bb0d22403 100644 --- a/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_vert.glsl @@ -1,19 +1,3 @@ -#ifndef USE_GPU_SHADER_CREATE_INFO -uniform mat4 ModelViewProjectionMatrix; -uniform mat4 ProjectionMatrix; - -uniform float pixsize; /* rv3d->pixsize */ -uniform int keep_size; -uniform float objscale; -uniform float pixfactor; - -in vec3 pos; -in vec4 color; -in float thickness; - -out vec4 finalColor; -out float finalThickness; -#endif float defaultpixsize = gpencil_stroke_data.pixsize * (1000.0 / gpencil_stroke_data.pixfactor); diff --git a/source/blender/gpu/shaders/gpu_shader_image_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_color_frag.glsl index 1846dae346a..e7b1f05d19b 100644 --- a/source/blender/gpu/shaders/gpu_shader_image_color_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_image_color_frag.glsl @@ -1,10 +1,3 @@ -#ifndef USE_GPU_SHADER_CREATE_INFO -in vec2 texCoord_interp; -out vec4 fragColor; - -uniform vec4 color; -uniform sampler2D image; -#endif void main() { diff --git a/source/blender/gpu/shaders/gpu_shader_image_desaturate_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_desaturate_frag.glsl index ad52b9819ab..417d7413aea 100644 --- a/source/blender/gpu/shaders/gpu_shader_image_desaturate_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_image_desaturate_frag.glsl @@ -1,11 +1,3 @@ -#ifndef USE_GPU_SHADER_CREATE_INFO -uniform float factor; -in vec2 texCoord_interp; -out vec4 fragColor; - -uniform vec4 color; -uniform sampler2D image; -#endif void main() { diff --git a/source/blender/gpu/shaders/gpu_shader_image_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_frag.glsl index befd6b57bf8..2f423872910 100644 --- a/source/blender/gpu/shaders/gpu_shader_image_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_image_frag.glsl @@ -1,9 +1,3 @@ -#ifndef USE_GPU_SHADER_CREATE_INFO -in vec2 texCoord_interp; -out vec4 fragColor; - -uniform sampler2D image; -#endif void main() { diff --git a/source/blender/gpu/shaders/gpu_shader_image_modulate_alpha_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_modulate_alpha_frag.glsl index ceebaae896d..26f96a5da32 100644 --- a/source/blender/gpu/shaders/gpu_shader_image_modulate_alpha_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_image_modulate_alpha_frag.glsl @@ -1,12 +1,4 @@ -#ifndef USE_GPU_SHADER_CREATE_INFO -in vec2 texCoord_interp; -out vec4 fragColor; - -uniform float alpha; -uniform sampler2D image; -#endif - void main() { fragColor = texture(image, texCoord_interp); diff --git a/source/blender/gpu/shaders/gpu_shader_image_shuffle_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_shuffle_color_frag.glsl index e8bfb70b897..f9fea880655 100644 --- a/source/blender/gpu/shaders/gpu_shader_image_shuffle_color_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_image_shuffle_color_frag.glsl @@ -1,11 +1,3 @@ -#ifndef USE_GPU_SHADER_CREATE_INFO -in vec2 texCoord_interp; -out vec4 fragColor; - -uniform sampler2D image; -uniform vec4 color; -uniform vec4 shuffle; -#endif void main() { diff --git a/source/blender/gpu/shaders/gpu_shader_image_varying_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_varying_color_frag.glsl index 3058f73ab37..f1f62832552 100644 --- a/source/blender/gpu/shaders/gpu_shader_image_varying_color_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_image_varying_color_frag.glsl @@ -1,10 +1,3 @@ -#ifndef USE_GPU_SHADER_CREATE_INFO -in vec2 texCoord_interp; -flat in vec4 finalColor; -out vec4 fragColor; - -uniform sampler2D image; -#endif void main() { diff --git a/source/blender/gpu/shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl index 14450037ca8..7a4c8494d74 100644 --- a/source/blender/gpu/shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl @@ -1,20 +1,3 @@ -#ifndef USE_GPU_SHADER_CREATE_INFO -uniform mat4 ViewProjectionMatrix; - -/* ---- Instantiated Attrs ---- */ -in vec3 pos; - -/* ---- Per instance Attrs ---- */ -in mat4 InstanceModelMatrix; -in vec4 color; -# ifdef UNIFORM_SCALE -in float size; -# else -in vec3 size; -# endif - -flat out vec4 finalColor; -#endif void main() { diff --git a/source/blender/gpu/shaders/gpu_shader_keyframe_shape_frag.glsl b/source/blender/gpu/shaders/gpu_shader_keyframe_shape_frag.glsl index 2a2eaab7340..1e459dbd08f 100644 --- a/source/blender/gpu/shaders/gpu_shader_keyframe_shape_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_keyframe_shape_frag.glsl @@ -11,18 +11,6 @@ #define GPU_KEYFRAME_SHAPE_SQUARE \ (GPU_KEYFRAME_SHAPE_CLIPPED_VERTICAL | GPU_KEYFRAME_SHAPE_CLIPPED_HORIZONTAL) -#ifndef USE_GPU_SHADER_CREATE_INFO -flat in vec4 radii; -flat in vec4 thresholds; - -flat in vec4 finalColor; -flat in vec4 finalOutlineColor; - -flat in int finalFlags; - -out vec4 fragColor; -#endif - const float diagonal_scale = sqrt(0.5); const float minmax_bias = 0.7; diff --git a/source/blender/gpu/shaders/gpu_shader_keyframe_shape_vert.glsl b/source/blender/gpu/shaders/gpu_shader_keyframe_shape_vert.glsl index 617c02ac079..1711d857c4f 100644 --- a/source/blender/gpu/shaders/gpu_shader_keyframe_shape_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_keyframe_shape_vert.glsl @@ -16,26 +16,6 @@ const float circle_scale = sqrt(2.0 / 3.1416); const float square_scale = sqrt(0.5); const float diagonal_scale = sqrt(0.5); -#ifndef USE_GPU_SHADER_CREATE_INFO -uniform mat4 ModelViewProjectionMatrix; -uniform vec2 ViewportSize = vec2(-1, -1); -uniform float outline_scale = 1.0; - -in vec2 pos; -in float size; -in vec4 color; -in vec4 outlineColor; -in int flags; - -flat out vec4 finalColor; -flat out vec4 finalOutlineColor; - -flat out int finalFlags; - -flat out vec4 radii; -flat out vec4 thresholds; -#endif - bool test(int bit) { return (flags & bit) != 0; diff --git a/source/blender/gpu/shaders/gpu_shader_point_uniform_color_aa_frag.glsl b/source/blender/gpu/shaders/gpu_shader_point_uniform_color_aa_frag.glsl index 960b5e6efac..fddd92b1174 100644 --- a/source/blender/gpu/shaders/gpu_shader_point_uniform_color_aa_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_point_uniform_color_aa_frag.glsl @@ -1,9 +1,3 @@ -#ifndef USE_GPU_SHADER_CREATE_INFO -uniform vec4 color; - -in vec2 radii; -out vec4 fragColor; -#endif void main() { diff --git a/source/blender/gpu/shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl b/source/blender/gpu/shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl index cdf3aa8024d..308426a271f 100644 --- a/source/blender/gpu/shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl @@ -1,10 +1,3 @@ -#ifndef USE_GPU_SHADER_CREATE_INFO -uniform vec4 color; -uniform vec4 outlineColor; - -in vec4 radii; -out vec4 fragColor; -#endif void main() { diff --git a/source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl index bc108462007..4962fb01c88 100644 --- a/source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl @@ -1,11 +1,3 @@ -#ifndef USE_GPU_SHADER_CREATE_INFO -in vec4 finalColor; -out vec4 fragColor; - -# if defined(VERT) -in float vertexCrease; -# endif -#endif void main() { diff --git a/source/blender/gpu/shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl b/source/blender/gpu/shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl index 04a7e3d80d0..3b8940e8170 100644 --- a/source/blender/gpu/shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl @@ -1,9 +1,3 @@ -#ifndef USE_GPU_SHADER_CREATE_INFO -in vec4 radii; -in vec4 fillColor; -in vec4 outlineColor; -out vec4 fragColor; -#endif void main() { diff --git a/source/blender/gpu/shaders/gpu_shader_simple_lighting_frag.glsl b/source/blender/gpu/shaders/gpu_shader_simple_lighting_frag.glsl index 6725bc82841..2f5ce4bdf50 100644 --- a/source/blender/gpu/shaders/gpu_shader_simple_lighting_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_simple_lighting_frag.glsl @@ -1,16 +1,3 @@ -#ifndef USE_GPU_SHADER_CREATE_INFO -# ifndef USE_INSTANCE_COLOR -uniform vec4 color; -# endif -uniform vec3 light; - -in vec3 normal; -# ifdef USE_INSTANCE_COLOR -flat in vec4 finalColor; -# define color finalColor -# endif -out vec4 fragColor; -#endif void main() { diff --git a/source/blender/gpu/shaders/gpu_shader_text_frag.glsl b/source/blender/gpu/shaders/gpu_shader_text_frag.glsl index f958a81b1eb..c1382e301c8 100644 --- a/source/blender/gpu/shaders/gpu_shader_text_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_text_frag.glsl @@ -1,17 +1,5 @@ #pragma BLENDER_REQUIRE(gpu_shader_colorspace_lib.glsl) -#ifndef USE_GPU_SHADER_CREATE_INFO -flat in vec4 color_flat; -noperspective in vec2 texCoord_interp; -flat in int glyph_offset; -flat in ivec2 glyph_dim; -flat in int interp_size; - -out vec4 fragColor; - -uniform sampler2D glyph; -#endif - const vec2 offsets4[4] = vec2[4]( vec2(-0.5, 0.5), vec2(0.5, 0.5), vec2(-0.5, -0.5), vec2(-0.5, -0.5)); diff --git a/source/blender/gpu/shaders/gpu_shader_text_vert.glsl b/source/blender/gpu/shaders/gpu_shader_text_vert.glsl index 63d73733c2f..47527d907f4 100644 --- a/source/blender/gpu/shaders/gpu_shader_text_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_text_vert.glsl @@ -1,17 +1,3 @@ -#ifndef USE_GPU_SHADER_CREATE_INFO -uniform mat4 ModelViewProjectionMatrix; - -in vec4 pos; /* rect */ -in vec4 col; -in int offset; -in ivec2 glyph_size; - -flat out vec4 color_flat; -noperspective out vec2 texCoord_interp; -flat out int glyph_offset; -flat out ivec2 glyph_dim; -flat out int interp_size; -#endif void main() { diff --git a/source/blender/gpu/shaders/gpu_shader_uniform_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_uniform_color_frag.glsl index 0510848e4d4..18914f0bab4 100644 --- a/source/blender/gpu/shaders/gpu_shader_uniform_color_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_uniform_color_frag.glsl @@ -1,10 +1,5 @@ #pragma BLENDER_REQUIRE(gpu_shader_colorspace_lib.glsl) -#ifndef USE_GPU_SHADER_CREATE_INFO -uniform vec4 color; -out vec4 fragColor; -#endif - void main() { fragColor = blender_srgb_to_framebuffer_space(color); |