From 1b57dcf3209a1d31b59415302897c41d1ccba846 Mon Sep 17 00:00:00 2001 From: Jeroen Bakker Date: Mon, 10 Jan 2022 12:47:11 +0100 Subject: Remove GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_AA. Shader isn't used and not accessible via py-api. --- ...uniform_size_varying_color_outline_aa_vert.glsl | 28 ------------------ ...shader_point_varying_color_outline_aa_frag.glsl | 33 ---------------------- 2 files changed, 61 deletions(-) delete mode 100644 source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert.glsl delete mode 100644 source/blender/gpu/shaders/gpu_shader_point_varying_color_outline_aa_frag.glsl (limited to 'source/blender/gpu/shaders') diff --git a/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert.glsl deleted file mode 100644 index 3eec271913a..00000000000 --- a/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert.glsl +++ /dev/null @@ -1,28 +0,0 @@ - -uniform mat4 ModelViewProjectionMatrix; -uniform float size; -uniform float outlineWidth; - -in vec2 pos; -in vec4 color; -out vec4 radii; -out vec4 fillColor; - -void main() -{ - gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0); - gl_PointSize = size; - fillColor = color; - - /* Calculate concentric radii in pixels. */ - float radius = 0.5 * size; - - /* 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 /= size; -} diff --git a/source/blender/gpu/shaders/gpu_shader_point_varying_color_outline_aa_frag.glsl b/source/blender/gpu/shaders/gpu_shader_point_varying_color_outline_aa_frag.glsl deleted file mode 100644 index 1d936e4e072..00000000000 --- a/source/blender/gpu/shaders/gpu_shader_point_varying_color_outline_aa_frag.glsl +++ /dev/null @@ -1,33 +0,0 @@ - -uniform vec4 outlineColor; - -in vec4 radii; -in vec4 fillColor; -out vec4 fragColor; - -void main() -{ - float dist = length(gl_PointCoord - vec2(0.5)); - - /* transparent outside of point - * --- 0 --- - * smooth transition - * --- 1 --- - * pure outline color - * --- 2 --- - * smooth transition - * --- 3 --- - * pure fill color - * ... - * dist = 0 at center of point */ - - float midStroke = 0.5 * (radii[1] + radii[2]); - - if (dist > midStroke) { - fragColor.rgb = outlineColor.rgb; - fragColor.a = mix(outlineColor.a, 0.0, smoothstep(radii[1], radii[0], dist)); - } - else { - fragColor = mix(fillColor, outlineColor, smoothstep(radii[3], radii[2], dist)); - } -} -- cgit v1.2.3