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authorJaime van Kessel <nallath@gmail.com>2017-06-15 22:17:21 +0300
committerJaime van Kessel <nallath@gmail.com>2017-06-15 22:17:21 +0300
commit856a490accb9e06151791c59490528fb5c1ab488 (patch)
tree722eafd7bb4a4b4dcb700e8e1704ed607620c438 /plugins/XRayView
parentc93acc12e7b828d2b21bc9d89d688324e7429ff1 (diff)
Removed unneeded shader duplication.
The work done for USL-43 ensures that all this duplication is no longer needed.
Diffstat (limited to 'plugins/XRayView')
-rw-r--r--plugins/XRayView/xray_composite.shader71
1 files changed, 0 insertions, 71 deletions
diff --git a/plugins/XRayView/xray_composite.shader b/plugins/XRayView/xray_composite.shader
index 82dca52cf9..e7a38950bf 100644
--- a/plugins/XRayView/xray_composite.shader
+++ b/plugins/XRayView/xray_composite.shader
@@ -67,77 +67,6 @@ fragment =
}
}
-vertex41core =
- #version 410
- uniform highp mat4 u_modelViewProjectionMatrix;
- in highp vec4 a_vertex;
- in highp vec2 a_uvs;
-
- out highp vec2 v_uvs;
-
- void main()
- {
- gl_Position = u_modelViewProjectionMatrix * a_vertex;
- v_uvs = a_uvs;
- }
-
-fragment41core =
- #version 410
- uniform sampler2D u_layer0;
- uniform sampler2D u_layer1;
- uniform sampler2D u_layer2;
-
- uniform vec2 u_offset[9];
-
- uniform float u_outline_strength;
- uniform vec4 u_outline_color;
- uniform vec4 u_error_color;
- uniform vec4 u_background_color;
-
- const vec3 x_axis = vec3(1.0, 0.0, 0.0);
- const vec3 y_axis = vec3(0.0, 1.0, 0.0);
- const vec3 z_axis = vec3(0.0, 0.0, 1.0);
-
- in vec2 v_uvs;
- out vec4 frag_color;
-
- float kernel[9];
-
- void main()
- {
- kernel[0] = 0.0; kernel[1] = 1.0; kernel[2] = 0.0;
- kernel[3] = 1.0; kernel[4] = -4.0; kernel[5] = 1.0;
- kernel[6] = 0.0; kernel[7] = 1.0; kernel[8] = 0.0;
-
- vec4 result = u_background_color;
- vec4 layer0 = texture(u_layer0, v_uvs);
-
- result = layer0 * layer0.a + result * (1.0 - layer0.a);
-
- float intersection_count = (texture(u_layer2, v_uvs).r * 255.0) / 5.0;
- if(mod(intersection_count, 2.0) == 1.0)
- {
- result = u_error_color;
- }
-
- vec4 sum = vec4(0.0);
- for (int i = 0; i < 9; i++)
- {
- vec4 color = vec4(texture(u_layer1, v_uvs.xy + u_offset[i]).a);
- sum += color * (kernel[i] / u_outline_strength);
- }
-
- vec4 layer1 = texture(u_layer1, v_uvs);
- if((layer1.rgb == x_axis || layer1.rgb == y_axis || layer1.rgb == z_axis))
- {
- frag_color = result;
- }
- else
- {
- frag_color = mix(result, vec4(abs(sum.a)) * u_outline_color, abs(sum.a));
- }
- }
-
[defaults]
u_layer0 = 0
u_layer1 = 1