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forked from 0ad/0ad

Removes unused minimap shader variants.

This was SVN commit r27130.
This commit is contained in:
Vladislav Belov 2022-10-07 22:52:23 +00:00
parent ef9057239a
commit 61019c0e91
7 changed files with 5 additions and 82 deletions

View File

@ -1,21 +1,8 @@
!!ARBfp1.0
#if MINIMAP_MASK
ATTRIB v_maskUV = fragment.texcoord[1];
TEMP mask;
TEX mask, v_maskUV, texture[2], 2D;
#endif
#if MINIMAP_BASE
#if MINIMAP_MASK
TEMP color;
TEX color, fragment.texcoord[0], texture[0], 2D;
MUL color.a, color.a, mask.a;
MOV result.color, color;
#else
TEX result.color, fragment.texcoord[0], texture[0], 2D;
#endif
#endif
#if MINIMAP_LOS
TEMP tex;
@ -33,9 +20,4 @@
MOV result.color.a, 1.0;
#endif
#if MINIMAP_LINE
PARAM color = program.local[1];
MOV result.color, color;
#endif
END

View File

@ -2,14 +2,11 @@
PARAM transform[4] = { program.local[0..3] };
PARAM textureTransform[4] = { program.local[4..7] };
#if MINIMAP_MASK
PARAM maskTextureTransform[4] = { program.local[12..15] };
#endif
OUTPUT v_tex = result.texcoord[0];
TEMP position;
MOV position, vertex.position;
#if MINIMAP_POINT || MINIMAP_LINE
#if MINIMAP_POINT
MOV position.z, 0.0;
#endif
MOV position.w, 1.0;
@ -19,7 +16,7 @@ DP4 result.position.y, transform[1], position;
DP4 result.position.z, transform[2], position;
DP4 result.position.w, transform[3], position;
#if MINIMAP_BASE || MINIMAP_LOS || MINIMAP_MASK
#if MINIMAP_BASE || MINIMAP_LOS
TEMP tex;
MOV tex, vertex.texcoord;
#endif
@ -35,14 +32,4 @@ DP4 result.position.w, transform[3], position;
MOV result.color, vertex.color;
#endif
#if MINIMAP_MASK
OUTPUT v_maskUV = result.texcoord[1];
MOV v_maskUV.x, tex.x;
MOV v_maskUV.y, tex.y;
DP4 v_maskUV.x, maskTextureTransform[0], tex;
DP4 v_maskUV.y, maskTextureTransform[1], tex;
DP4 v_maskUV.z, maskTextureTransform[2], tex;
DP4 v_maskUV.w, maskTextureTransform[3], tex;
#endif
END

View File

@ -3,17 +3,14 @@
<vertex file="arb/minimap.vp">
<stream name="pos"/>
<stream name="uv0" if="MINIMAP_BASE || MINIMAP_LOS || MINIMAP_MASK"/>
<stream name="uv0" if="MINIMAP_BASE || MINIMAP_LOS"/>
<stream name="color" if="MINIMAP_POINT"/>
<uniform name="transform" loc="0" type="mat4"/>
<uniform name="textureTransform" loc="4" type="mat4"/>
<uniform name="maskTextureTransform" loc="8" type="mat4" if="MINIMAP_MASK"/>
</vertex>
<fragment file="arb/minimap.fp">
<uniform name="baseTex" loc="0" type="sampler2D" if="MINIMAP_BASE || MINIMAP_LOS"/>
<uniform name="color" loc="1" type="vec4" if="MINIMAP_LINE"/>
<uniform name="maskTex" loc="2" type="sampler2D" if="MINIMAP_MASK"/>
</fragment>
</program>

View File

@ -5,34 +5,15 @@
varying vec2 v_tex;
#endif
#if MINIMAP_MASK
uniform sampler2D maskTex;
varying vec2 v_maskUV;
#endif
#if MINIMAP_POINT
varying vec3 color;
#endif
#if MINIMAP_LINE
uniform vec4 color;
#endif
void main()
{
#if MINIMAP_MASK
float mask = texture2D(maskTex, v_maskUV).a;
#endif
#if MINIMAP_BASE
#if MINIMAP_MASK
vec4 color = texture2D(baseTex, v_tex);
gl_FragColor.rgb = color.rgb;
gl_FragColor.a = color.a * mask;
#else
gl_FragColor = texture2D(baseTex, v_tex);
#endif
#endif
#if MINIMAP_LOS
gl_FragColor = texture2D(baseTex, v_tex).rrrr;
@ -41,8 +22,4 @@ void main()
#if MINIMAP_POINT
gl_FragColor = vec4(color, 1.0);
#endif
#if MINIMAP_LINE
gl_FragColor = color;
#endif
}

View File

@ -3,12 +3,7 @@
uniform mat4 transform;
uniform mat4 textureTransform;
#if MINIMAP_MASK
uniform mat4 maskTextureTransform;
varying vec2 v_maskUV;
#endif
#if MINIMAP_BASE || MINIMAP_LOS || MINIMAP_MASK
#if MINIMAP_BASE || MINIMAP_LOS
attribute vec3 a_vertex;
attribute vec2 a_uv0;
#endif
@ -23,10 +18,6 @@ uniform mat4 textureTransform;
varying vec3 color;
#endif
#if MINIMAP_LINE
attribute vec2 a_vertex;
#endif
#if MINIMAP_POINT && USE_GPU_INSTANCING
attribute vec2 a_uv1;
attribute vec4 a_uv2;
@ -41,10 +32,6 @@ void main()
v_tex = (textureTransform * vec4(a_uv0, 0.0, 1.0)).xy;
#endif
#if MINIMAP_MASK
v_maskUV = (maskTextureTransform * vec4(a_uv0, 0.0, 1.0)).xy;
#endif
#if MINIMAP_POINT
#if USE_GPU_INSTANCING
gl_Position = transform * vec4(a_vertex * width + a_uv1, 0.0, 1.0);
@ -53,8 +40,4 @@ void main()
#endif
color = a_color;
#endif // MINIMAP_POINT
#if MINIMAP_LINE
gl_Position = transform * vec4(a_vertex, 0.0, 1.0);
#endif
}

View File

@ -3,7 +3,7 @@
<vertex file="glsl/minimap.vs">
<stream name="pos" attribute="a_vertex"/>
<stream name="uv0" attribute="a_uv0" if="MINIMAP_BASE || MINIMAP_LOS || MINIMAP_MASK"/>
<stream name="uv0" attribute="a_uv0" if="MINIMAP_BASE || MINIMAP_LOS"/>
<stream name="uv1" attribute="a_uv1" if="USE_GPU_INSTANCING"/>
<stream name="color" attribute="a_color" if="MINIMAP_POINT"/>
</vertex>

View File

@ -48,9 +48,6 @@ X(DECAL)
X(DISABLE_RECEIVE_SHADOWS)
X(IGNORE_LOS)
X(MINIMAP_BASE)
X(MINIMAP_LINE)
X(MINIMAP_LOS)
X(MINIMAP_MASK)
X(MINIMAP_POINT)
X(MODE_SHADOWCAST)
X(MODE_SILHOUETTEDISPLAY)