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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.glsl31
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 */