gl renderer: Remove blend shader

It's unused.
This commit is contained in:
Timm Bäder 2018-12-02 16:04:40 +01:00
parent 0681c5d5bc
commit 2b95a5daee
5 changed files with 1 additions and 71 deletions

View File

@ -282,7 +282,6 @@ struct _GskGLRenderer
union {
Program programs[GL_N_PROGRAMS];
struct {
Program blend_program;
Program blit_program;
Program color_program;
Program coloring_program;
@ -1965,7 +1964,6 @@ gsk_gl_renderer_create_programs (GskGLRenderer *self,
const char *vs;
const char *fs;
} program_definitions[] = {
{ "blend", "blend.vs.glsl", "blend.fs.glsl" },
{ "blit", "blit.vs.glsl", "blit.fs.glsl" },
{ "color", "blit.vs.glsl", "color.fs.glsl" },
{ "coloring", "blit.vs.glsl", "coloring.fs.glsl" },

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@ -10,7 +10,7 @@
#include "gskglrendererprivate.h"
#define GL_N_VERTICES 6
#define GL_N_PROGRAMS 12
#define GL_N_PROGRAMS 11

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@ -1,6 +1,4 @@
gsk_private_gl_shaders = [
'resources/glsl/blend.fs.glsl',
'resources/glsl/blend.vs.glsl',
'resources/glsl/blit.fs.glsl',
'resources/glsl/blit.vs.glsl',
'resources/glsl/color.fs.glsl',

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@ -1,61 +0,0 @@
vec3 BlendMultiply(vec3 Cb, vec3 Cs) {
return Cb * Cs;
}
vec3 BlendScreen(vec3 Cb, vec3 Cs) {
return Cb + Cs - (Cb * Cs);
}
vec3 BlendHardLight(vec3 Cb, vec3 Cs) {
vec3 m = BlendMultiply(Cb, 2.0 * Cs);
vec3 s = BlendScreen(Cb, 2.0 * Cs - 1.0);
vec3 edge = vec3(0.5, 0.5, 0.5);
/* Use mix() and step() to avoid a branch */
return mix(m, s, step(edge, Cs));
}
vec3 BlendOverlay(vec3 Cb, vec3 Cs) {
return BlendHardLight(Cs, Cb);
}
vec3 BlendDarken(vec3 Cb, vec3 Cs) {
return min(Cb, Cs);
}
vec3 BlendLighten(vec3 Cb, vec3 Cs) {
return max(Cb, Cs);
}
void main() {
vec4 Cs = Texture(u_source, vUv);
vec4 Cb = Texture(u_mask, vUv);
vec3 res;
if (uBlendMode == 0) {
res = Cs.xyz;
}
else if (uBlendMode == 1) {
res = BlendMultiply(Cb.xyz, Cs.xyz);
}
else if (uBlendMode == 2) {
res = BlendScreen(Cb.xyz, Cs.xyz);
}
else if (uBlendMode == 3) {
res = BlendOverlay(Cb.xyz, Cs.xyz);
}
else if (uBlendMode == 4) {
res = BlendDarken(Cb.xyz, Cs.xyz);
}
else if (uBlendMode == 5) {
res = BlendLighten(Cb.xyz, Cs.xyz);
}
else if (uBlendMode == 8) {
res = BlendHardLight(Cb.xyz, Cs.xyz);
}
else {
// Use red for debugging missing blend modes
res = vec3(1.0, 0.0, 0.0);
}
setOutputColor(vec4(res, Cs.a) * u_alpha);
}

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@ -1,5 +0,0 @@
void main() {
gl_Position = u_modelview * u_projection * vec4(aPosition, 0.0, 1.0);
vUv = vec2(aUv.x, aUv.y);
}