diff options
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl | 31 |
1 files changed, 0 insertions, 31 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl index c4580e6ffc3..e9525ce9de0 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl @@ -7,19 +7,6 @@ * Converted and adapted from HLSL to GLSL by Clément Foucault */ -uniform vec2 invertedViewportSize; -uniform vec2 nearFar; -uniform vec3 dofParams; -uniform float noiseOffset; -uniform sampler2D inputCocTex; -uniform sampler2D maxCocTilesTex; -uniform sampler2D sceneColorTex; -uniform sampler2D sceneDepthTex; -uniform sampler2D backgroundTex; -uniform sampler2D halfResColorTex; -uniform sampler2D blurTex; -uniform sampler2D noiseTex; - #define dof_aperturesize dofParams.x #define dof_distance dofParams.y #define dof_invsensorsize dofParams.z @@ -53,9 +40,6 @@ float decode_signed_coc(vec2 cocs) */ #ifdef PREPARE -layout(location = 0) out vec4 halfResColor; -layout(location = 1) out vec2 normalizedCoc; - void main() { ivec4 texel = ivec4(gl_FragCoord.xyxy) * 2 + ivec4(0, 0, 1, 1); @@ -99,9 +83,6 @@ void main() */ #ifdef DOWNSAMPLE -layout(location = 0) out vec4 outColor; -layout(location = 1) out vec2 outCocs; - void main() { vec4 texel = vec4(gl_FragCoord.xyxy) * 2.0 + vec4(0.0, 0.0, 1.0, 1.0); @@ -216,14 +197,6 @@ void main() * Outputs vertical blur and combined blur in MRT */ #ifdef BLUR1 -layout(location = 0) out vec4 blurColor; - -# define NUM_SAMPLES 49 - -layout(std140) uniform dofSamplesBlock -{ - vec4 samples[NUM_SAMPLES]; -}; vec2 get_random_vector(float offset) { @@ -308,7 +281,6 @@ void main() * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #ifdef BLUR2 -out vec4 finalColor; void main() { @@ -385,9 +357,6 @@ void main() */ #ifdef RESOLVE -layout(location = 0, index = 0) out vec4 finalColorAdd; -layout(location = 0, index = 1) out vec4 finalColorMul; - void main() { /* Fullscreen pass */ |