Cleanup: GPUBuiltinShader: Remove old shader interfaces

This leaves some of the unresolved case where we still need both
implementation.
This commit is contained in:
Clément Foucault 2022-05-02 01:31:24 +02:00
parent aaab3c8ad4
commit a5644f9a28
49 changed files with 0 additions and 461 deletions

View File

@ -1,11 +1,3 @@
#ifndef USE_GPU_SHADER_CREATE_INFO
uniform vec4 color;
uniform float scale;
in vec2 uv;
out vec4 fragColor;
#endif
void main()
{

View File

@ -1,14 +1,3 @@
#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
uniform vec4 rect;
uniform int cornerLen;
uniform float scale;
in vec2 pos;
out vec2 uv;
#endif
void main()
{

View File

@ -1,11 +1,3 @@
#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
in vec2 pos;
in vec4 color;
flat out vec4 finalColor;
#endif
void main()
{

View File

@ -3,18 +3,6 @@
* does not need any vertex input (producing less call to immBegin/End)
*/
/* Same as ICON_DRAW_CACHE_SIZE */
#ifndef USE_GPU_SHADER_CREATE_INFO
# define MAX_CALLS 16
uniform vec4 calls_data[MAX_CALLS * 3];
out vec2 texCoord_interp;
flat out vec4 finalColor;
in vec2 pos;
#endif
void main()
{
vec4 rect = multi_rect_data.calls_data[gl_InstanceID * 3];

View File

@ -3,14 +3,6 @@
* does not need any vertex input (producing less call to immBegin/End)
*/
#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
uniform vec4 rect_icon;
uniform vec4 rect_geom;
out vec2 texCoord_interp;
#endif
void main()
{
vec2 uv;

View File

@ -1,14 +1,3 @@
#ifndef USE_GPU_SHADER_CREATE_INFO
in float colorGradient;
in vec4 finalColor;
in float lineU;
flat in float lineLength;
flat in float dashFactor;
flat in float dashAlpha;
flat in int isMainLine;
out vec4 fragColor;
#endif
#define DASH_WIDTH 10.0
#define ANTIALIAS 1.0

View File

@ -1,12 +1,4 @@
#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
uniform float size;
in vec2 pos;
out vec2 radii;
#endif
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);

View File

@ -1,11 +1,3 @@
#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
uniform float size;
uniform float outlineWidth;
in vec2 pos;
out vec4 radii;
#endif
void main()
{

View File

@ -1,11 +1,3 @@
#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
in vec2 pos;
in float size;
in vec4 color;
out vec4 finalColor;
#endif
void main()
{

View File

@ -1,10 +1,5 @@
#pragma BLENDER_REQUIRE(gpu_shader_colorspace_lib.glsl)
#ifndef USE_GPU_SHADER_CREATE_INFO
noperspective in vec4 finalColor;
out vec4 fragColor;
#endif
void main()
{
fragColor = finalColor;

View File

@ -1,11 +1,3 @@
#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
in vec2 pos;
in vec4 color;
noperspective out vec4 finalColor;
#endif
void main()
{

View File

@ -1,15 +1,4 @@
#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
# ifdef UV_POS
in vec2 u;
# define pos u
# else
in vec2 pos;
# endif
#endif
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);

View File

@ -1,10 +1,3 @@
#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
uniform mat4 ModelMatrix;
uniform vec4 ClipPlane;
in vec3 pos;
#endif
void main()
{

View File

@ -1,17 +1,5 @@
#pragma BLENDER_REQUIRE(gpu_shader_cfg_world_clip_lib.glsl)
#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
# ifdef USE_WORLD_CLIP_PLANES
uniform mat4 ModelMatrix;
# endif
in vec3 pos;
in vec4 color;
flat out vec4 finalColor;
#endif
void main()
{
vec4 pos_4d = vec4(pos, 1.0);

View File

@ -1,12 +1,4 @@
#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
in vec2 texCoord;
in vec3 pos;
out vec2 texCoord_interp;
#endif
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos.xyz, 1.0f);

View File

@ -1,11 +1,3 @@
#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
uniform mat3 NormalMatrix;
in vec3 pos;
in vec3 nor;
out vec3 normal;
#endif
void main()
{

View File

@ -1,11 +1,3 @@
#ifndef USE_GPU_SHADER_CREATE_INFO
# ifdef USE_WORLD_CLIP_PLANES
uniform mat4 ModelMatrix;
# endif
/* Does Nothing */
in vec3 pos;
#endif
void main()
{

View File

@ -1,10 +1,3 @@
#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
in vec3 pos;
in vec4 color;
out vec4 finalColor;
#endif
void main()
{

View File

@ -1,16 +1,5 @@
#pragma BLENDER_REQUIRE(gpu_shader_cfg_world_clip_lib.glsl)
#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
# ifdef USE_WORLD_CLIP_PLANES
uniform mat4 ModelMatrix;
# endif
uniform float size;
in vec3 pos;
out vec2 radii;
#endif
void main()
{
vec4 pos_4d = vec4(pos, 1.0);

View File

@ -1,11 +1,3 @@
#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
in vec3 pos;
in float size;
in vec4 color;
out vec4 finalColor;
#endif
void main()
{

View File

@ -1,10 +1,5 @@
#pragma BLENDER_REQUIRE(gpu_shader_colorspace_lib.glsl)
#ifndef USE_GPU_SHADER_CREATE_INFO
in vec4 finalColor;
out vec4 fragColor;
#endif
void main()
{
fragColor = finalColor;

View File

@ -1,18 +1,5 @@
#pragma BLENDER_REQUIRE(gpu_shader_cfg_world_clip_lib.glsl)
#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
# ifdef USE_WORLD_CLIP_PLANES
uniform mat4 ModelMatrix;
# endif
in vec3 pos;
in vec4 color;
out vec4 finalColor;
#endif
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);

View File

@ -1,15 +1,5 @@
#pragma BLENDER_REQUIRE(gpu_shader_cfg_world_clip_lib.glsl)
#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
# ifdef USE_WORLD_CLIP_PLANES
uniform mat4 ModelMatrix;
# endif
in vec3 pos;
#endif
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);

View File

@ -1,10 +1,3 @@
#ifndef USE_GPU_SHADER_CREATE_INFO
uniform vec4 color1;
uniform vec4 color2;
uniform int size;
out vec4 fragColor;
#endif
void main()
{

View File

@ -1,11 +1,3 @@
#ifndef USE_GPU_SHADER_CREATE_INFO
uniform vec4 color1;
uniform vec4 color2;
uniform int size1;
uniform int size2;
out vec4 fragColor;
#endif
void main()
{

View File

@ -1,7 +1,3 @@
#ifndef USE_GPU_SHADER_CREATE_INFO
flat in vec4 finalColor;
out vec4 fragColor;
#endif
void main()
{

View File

@ -1,10 +1,5 @@
#pragma BLENDER_REQUIRE(gpu_shader_colorspace_lib.glsl)
#ifndef USE_GPU_SHADER_CREATE_INFO
flat in vec4 finalColor;
out vec4 fragColor;
#endif
void main()
{
fragColor = finalColor;

View File

@ -1,7 +1,3 @@
#ifndef USE_GPU_SHADER_CREATE_INFO
flat in uint finalId;
out uint fragId;
#endif
void main()
{

View File

@ -1,25 +1,3 @@
#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ProjectionMatrix;
uniform int PrimitiveIdBase;
uniform int osd_active_uv_offset;
layout(lines_adjacency) in;
layout(triangle_strip, max_vertices = 4) out;
in block
{
VertexData v;
}
inpt[];
/* compatibility */
out vec3 varnormal;
out vec3 varposition;
uniform bool osd_flat_shading;
uniform int osd_fvar_count;
#endif
#define INTERP_FACE_VARYING_2(result, fvarOffset, tessCoord) \
{ \
@ -39,11 +17,6 @@ uniform int osd_fvar_count;
result = vec3(tmp, 0); \
}
#ifndef USE_GPU_SHADER_CREATE_INFO
uniform samplerBuffer FVarDataBuffer;
uniform isamplerBuffer FVarDataOffsetBuffer;
#endif
out block
{
VertexData v;

View File

@ -1,9 +1,3 @@
#ifndef USE_GPU_SHADER_CREATE_INFO
in vec4 mColor;
in vec2 mTexCoord;
out vec4 fragColor;
#endif
void main()
{

View File

@ -1,20 +1,3 @@
#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
uniform vec2 Viewport;
uniform int xraymode;
uniform int caps_start;
uniform int caps_end;
uniform int fill_stroke;
layout(lines_adjacency) in;
layout(triangle_strip, max_vertices = 13) out;
in vec4 finalColor[4];
in float finalThickness[4];
out vec4 mColor;
out vec2 mTexCoord;
#endif
#define GP_XRAY_FRONT 0
#define GP_XRAY_3DSPACE 1

View File

@ -1,19 +1,3 @@
#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
uniform mat4 ProjectionMatrix;
uniform float pixsize; /* rv3d->pixsize */
uniform int keep_size;
uniform float objscale;
uniform float pixfactor;
in vec3 pos;
in vec4 color;
in float thickness;
out vec4 finalColor;
out float finalThickness;
#endif
float defaultpixsize = gpencil_stroke_data.pixsize * (1000.0 / gpencil_stroke_data.pixfactor);

View File

@ -1,10 +1,3 @@
#ifndef USE_GPU_SHADER_CREATE_INFO
in vec2 texCoord_interp;
out vec4 fragColor;
uniform vec4 color;
uniform sampler2D image;
#endif
void main()
{

View File

@ -1,11 +1,3 @@
#ifndef USE_GPU_SHADER_CREATE_INFO
uniform float factor;
in vec2 texCoord_interp;
out vec4 fragColor;
uniform vec4 color;
uniform sampler2D image;
#endif
void main()
{

View File

@ -1,9 +1,3 @@
#ifndef USE_GPU_SHADER_CREATE_INFO
in vec2 texCoord_interp;
out vec4 fragColor;
uniform sampler2D image;
#endif
void main()
{

View File

@ -1,12 +1,4 @@
#ifndef USE_GPU_SHADER_CREATE_INFO
in vec2 texCoord_interp;
out vec4 fragColor;
uniform float alpha;
uniform sampler2D image;
#endif
void main()
{
fragColor = texture(image, texCoord_interp);

View File

@ -1,11 +1,3 @@
#ifndef USE_GPU_SHADER_CREATE_INFO
in vec2 texCoord_interp;
out vec4 fragColor;
uniform sampler2D image;
uniform vec4 color;
uniform vec4 shuffle;
#endif
void main()
{

View File

@ -1,10 +1,3 @@
#ifndef USE_GPU_SHADER_CREATE_INFO
in vec2 texCoord_interp;
flat in vec4 finalColor;
out vec4 fragColor;
uniform sampler2D image;
#endif
void main()
{

View File

@ -1,20 +1,3 @@
#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ViewProjectionMatrix;
/* ---- Instantiated Attrs ---- */
in vec3 pos;
/* ---- Per instance Attrs ---- */
in mat4 InstanceModelMatrix;
in vec4 color;
# ifdef UNIFORM_SCALE
in float size;
# else
in vec3 size;
# endif
flat out vec4 finalColor;
#endif
void main()
{

View File

@ -11,18 +11,6 @@
#define GPU_KEYFRAME_SHAPE_SQUARE \
(GPU_KEYFRAME_SHAPE_CLIPPED_VERTICAL | GPU_KEYFRAME_SHAPE_CLIPPED_HORIZONTAL)
#ifndef USE_GPU_SHADER_CREATE_INFO
flat in vec4 radii;
flat in vec4 thresholds;
flat in vec4 finalColor;
flat in vec4 finalOutlineColor;
flat in int finalFlags;
out vec4 fragColor;
#endif
const float diagonal_scale = sqrt(0.5);
const float minmax_bias = 0.7;

View File

@ -16,26 +16,6 @@ const float circle_scale = sqrt(2.0 / 3.1416);
const float square_scale = sqrt(0.5);
const float diagonal_scale = sqrt(0.5);
#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
uniform vec2 ViewportSize = vec2(-1, -1);
uniform float outline_scale = 1.0;
in vec2 pos;
in float size;
in vec4 color;
in vec4 outlineColor;
in int flags;
flat out vec4 finalColor;
flat out vec4 finalOutlineColor;
flat out int finalFlags;
flat out vec4 radii;
flat out vec4 thresholds;
#endif
bool test(int bit)
{
return (flags & bit) != 0;

View File

@ -1,9 +1,3 @@
#ifndef USE_GPU_SHADER_CREATE_INFO
uniform vec4 color;
in vec2 radii;
out vec4 fragColor;
#endif
void main()
{

View File

@ -1,10 +1,3 @@
#ifndef USE_GPU_SHADER_CREATE_INFO
uniform vec4 color;
uniform vec4 outlineColor;
in vec4 radii;
out vec4 fragColor;
#endif
void main()
{

View File

@ -1,11 +1,3 @@
#ifndef USE_GPU_SHADER_CREATE_INFO
in vec4 finalColor;
out vec4 fragColor;
# if defined(VERT)
in float vertexCrease;
# endif
#endif
void main()
{

View File

@ -1,9 +1,3 @@
#ifndef USE_GPU_SHADER_CREATE_INFO
in vec4 radii;
in vec4 fillColor;
in vec4 outlineColor;
out vec4 fragColor;
#endif
void main()
{

View File

@ -1,16 +1,3 @@
#ifndef USE_GPU_SHADER_CREATE_INFO
# ifndef USE_INSTANCE_COLOR
uniform vec4 color;
# endif
uniform vec3 light;
in vec3 normal;
# ifdef USE_INSTANCE_COLOR
flat in vec4 finalColor;
# define color finalColor
# endif
out vec4 fragColor;
#endif
void main()
{

View File

@ -1,17 +1,5 @@
#pragma BLENDER_REQUIRE(gpu_shader_colorspace_lib.glsl)
#ifndef USE_GPU_SHADER_CREATE_INFO
flat in vec4 color_flat;
noperspective in vec2 texCoord_interp;
flat in int glyph_offset;
flat in ivec2 glyph_dim;
flat in int interp_size;
out vec4 fragColor;
uniform sampler2D glyph;
#endif
const vec2 offsets4[4] = vec2[4](
vec2(-0.5, 0.5), vec2(0.5, 0.5), vec2(-0.5, -0.5), vec2(-0.5, -0.5));

View File

@ -1,17 +1,3 @@
#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
in vec4 pos; /* rect */
in vec4 col;
in int offset;
in ivec2 glyph_size;
flat out vec4 color_flat;
noperspective out vec2 texCoord_interp;
flat out int glyph_offset;
flat out ivec2 glyph_dim;
flat out int interp_size;
#endif
void main()
{

View File

@ -1,10 +1,5 @@
#pragma BLENDER_REQUIRE(gpu_shader_colorspace_lib.glsl)
#ifndef USE_GPU_SHADER_CREATE_INFO
uniform vec4 color;
out vec4 fragColor;
#endif
void main()
{
fragColor = blender_srgb_to_framebuffer_space(color);