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gl renderer: Remove blend shader
It's unused.
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@ -282,7 +282,6 @@ struct _GskGLRenderer
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union {
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Program programs[GL_N_PROGRAMS];
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struct {
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Program blend_program;
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Program blit_program;
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Program color_program;
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Program coloring_program;
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@ -1965,7 +1964,6 @@ gsk_gl_renderer_create_programs (GskGLRenderer *self,
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const char *vs;
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const char *fs;
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} program_definitions[] = {
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{ "blend", "blend.vs.glsl", "blend.fs.glsl" },
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{ "blit", "blit.vs.glsl", "blit.fs.glsl" },
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{ "color", "blit.vs.glsl", "color.fs.glsl" },
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{ "coloring", "blit.vs.glsl", "coloring.fs.glsl" },
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@ -10,7 +10,7 @@
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#include "gskglrendererprivate.h"
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#define GL_N_VERTICES 6
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#define GL_N_PROGRAMS 12
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#define GL_N_PROGRAMS 11
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@ -1,6 +1,4 @@
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gsk_private_gl_shaders = [
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'resources/glsl/blend.fs.glsl',
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'resources/glsl/blend.vs.glsl',
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'resources/glsl/blit.fs.glsl',
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'resources/glsl/blit.vs.glsl',
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'resources/glsl/color.fs.glsl',
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@ -1,61 +0,0 @@
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vec3 BlendMultiply(vec3 Cb, vec3 Cs) {
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return Cb * Cs;
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}
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vec3 BlendScreen(vec3 Cb, vec3 Cs) {
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return Cb + Cs - (Cb * Cs);
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}
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vec3 BlendHardLight(vec3 Cb, vec3 Cs) {
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vec3 m = BlendMultiply(Cb, 2.0 * Cs);
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vec3 s = BlendScreen(Cb, 2.0 * Cs - 1.0);
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vec3 edge = vec3(0.5, 0.5, 0.5);
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/* Use mix() and step() to avoid a branch */
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return mix(m, s, step(edge, Cs));
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}
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vec3 BlendOverlay(vec3 Cb, vec3 Cs) {
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return BlendHardLight(Cs, Cb);
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}
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vec3 BlendDarken(vec3 Cb, vec3 Cs) {
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return min(Cb, Cs);
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}
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vec3 BlendLighten(vec3 Cb, vec3 Cs) {
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return max(Cb, Cs);
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}
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void main() {
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vec4 Cs = Texture(u_source, vUv);
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vec4 Cb = Texture(u_mask, vUv);
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vec3 res;
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if (uBlendMode == 0) {
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res = Cs.xyz;
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}
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else if (uBlendMode == 1) {
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res = BlendMultiply(Cb.xyz, Cs.xyz);
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}
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else if (uBlendMode == 2) {
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res = BlendScreen(Cb.xyz, Cs.xyz);
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}
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else if (uBlendMode == 3) {
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res = BlendOverlay(Cb.xyz, Cs.xyz);
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}
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else if (uBlendMode == 4) {
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res = BlendDarken(Cb.xyz, Cs.xyz);
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}
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else if (uBlendMode == 5) {
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res = BlendLighten(Cb.xyz, Cs.xyz);
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}
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else if (uBlendMode == 8) {
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res = BlendHardLight(Cb.xyz, Cs.xyz);
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}
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else {
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// Use red for debugging missing blend modes
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res = vec3(1.0, 0.0, 0.0);
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}
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setOutputColor(vec4(res, Cs.a) * u_alpha);
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}
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@ -1,5 +0,0 @@
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void main() {
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gl_Position = u_modelview * u_projection * vec4(aPosition, 0.0, 1.0);
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vUv = vec2(aUv.x, aUv.y);
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}
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