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forked from 0ad/0ad

Removes old gui_* materials, replaced by a single canvas2d material.

This was SVN commit r25714.
This commit is contained in:
Vladislav Belov 2021-06-06 18:25:04 +00:00
parent 7d039f2627
commit e0b492a83a
43 changed files with 0 additions and 577 deletions

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@ -1,15 +0,0 @@
!!ARBfp1.0
TEMP tex_color;
TEX tex_color, fragment.texcoord[0], texture[0], 2D;
PARAM add_color = program.local[1];
TEMP color;
MOV color, add_color;
MAD color.rgb, color, tex_color.a, tex_color;
MOV color.a, tex_color.a;
MOV result.color, color;
END

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@ -1,16 +0,0 @@
!!ARBvp1.0
PARAM transform[4] = { program.local[0..3] };
TEMP position;
DP4 position.x, transform[0], vertex.position;
DP4 position.y, transform[1], vertex.position;
DP4 position.z, transform[2], vertex.position;
MOV position.w, 1.0;
MOV result.position, position;
MOV result.texcoord[0], vertex.texcoord[0];
END

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@ -1,15 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<program type="arb">
<vertex file="arb/gui_add.vp">
<stream name="pos"/>
<stream name="uv0"/>
<uniform name="transform" loc="0" type="mat4"/>
</vertex>
<fragment file="arb/gui_add.fp">
<uniform name="tex" loc="0" type="sampler2D"/>
<uniform name="color" loc="1" type="vec4"/>
</fragment>
</program>

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@ -1,5 +0,0 @@
!!ARBfp1.0
TEX result.color, fragment.texcoord[0], texture[0], 2D;
END

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@ -1,16 +0,0 @@
!!ARBvp1.0
PARAM transform[4] = { program.local[0..3] };
TEMP position;
DP4 position.x, transform[0], vertex.position;
DP4 position.y, transform[1], vertex.position;
DP4 position.z, transform[2], vertex.position;
MOV position.w, 1.0;
MOV result.position, position;
MOV result.texcoord[0], vertex.texcoord[0];
END

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@ -1,14 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<program type="arb">
<vertex file="arb/gui_basic.vp">
<stream name="pos"/>
<stream name="uv0"/>
<uniform name="transform" loc="0" type="mat4"/>
</vertex>
<fragment file="arb/gui_basic.fp">
<uniform name="tex" loc="0" type="sampler2D"/>
</fragment>
</program>

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@ -1,18 +0,0 @@
!!ARBfp1.0
TEMP tex_color;
TEX tex_color, fragment.texcoord[0], texture[0], 2D;
TEMP grayscale;
MOV grayscale.r, 0.3;
MOV grayscale.g, 0.59;
MOV grayscale.b, 0.11;
MOV grayscale.a, 0.0;
TEMP color;
DP3 color.rgb, tex_color, grayscale;
MOV color.a, tex_color.a;
MOV result.color, color;
END

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@ -1,16 +0,0 @@
!!ARBvp1.0
PARAM transform[4] = { program.local[0..3] };
TEMP position;
DP4 position.x, transform[0], vertex.position;
DP4 position.y, transform[1], vertex.position;
DP4 position.z, transform[2], vertex.position;
MOV position.w, 1.0;
MOV result.position, position;
MOV result.texcoord[0], vertex.texcoord[0];
END

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@ -1,14 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<program type="arb">
<vertex file="arb/gui_grayscale.vp">
<stream name="pos"/>
<stream name="uv0"/>
<uniform name="transform" loc="0" type="mat4"/>
</vertex>
<fragment file="arb/gui_grayscale.fp">
<uniform name="tex" loc="0" type="sampler2D"/>
</fragment>
</program>

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@ -1,7 +0,0 @@
!!ARBfp1.0
PARAM color = program.local[0];
MOV result.color, color;
END

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@ -1,14 +0,0 @@
!!ARBvp1.0
PARAM transform[4] = { program.local[0..3] };
TEMP position;
DP4 position.x, transform[0], vertex.position;
DP4 position.y, transform[1], vertex.position;
DP4 position.z, transform[2], vertex.position;
MOV position.w, 1.0;
MOV result.position, position;
END

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@ -1,13 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<program type="arb">
<vertex file="arb/gui_solid.vp">
<uniform name="transform" loc="0" type="mat4"/>
<stream name="pos"/>
</vertex>
<fragment file="arb/gui_solid.fp">
<uniform name="color" loc="0" type="vec4"/>
</fragment>
</program>

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@ -1,14 +0,0 @@
!!ARBfp1.0
TEMP tex_color;
TEX tex_color, fragment.texcoord[0], texture[0], 2D;
PARAM add_color = program.local[1];
TEMP color;
MOV color, add_color;
MUL color.a, color.a, tex_color.a;
MOV result.color, color;
END

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@ -1,16 +0,0 @@
!!ARBvp1.0
PARAM transform[4] = { program.local[0..3] };
TEMP position;
DP4 position.x, transform[0], vertex.position;
DP4 position.y, transform[1], vertex.position;
DP4 position.z, transform[2], vertex.position;
MOV position.w, 1.0;
MOV result.position, position;
MOV result.texcoord[0], vertex.texcoord[0];
END

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@ -1,15 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<program type="arb">
<vertex file="arb/gui_solid_mask.vp">
<stream name="pos"/>
<stream name="uv0"/>
<uniform name="transform" loc="0" type="mat4"/>
</vertex>
<fragment file="arb/gui_solid_mask.fp">
<uniform name="tex" loc="0" type="sampler2D"/>
<uniform name="color" loc="1" type="vec4"/>
</fragment>
</program>

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@ -1,15 +0,0 @@
!!ARBfp1.0
TEMP tex_color;
TEX tex_color, fragment.texcoord[0], texture[0], 2D;
PARAM add_color = program.local[1];
PARAM mul_color = program.local[2];
TEMP color;
ADD color, tex_color, add_color;
MUL color, color, mul_color;
MOV result.color, color;
END

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@ -1,16 +0,0 @@
!!ARBvp1.0
PARAM transform[4] = { program.local[0..3] };
TEMP position;
DP4 position.x, transform[0], vertex.position;
DP4 position.y, transform[1], vertex.position;
DP4 position.z, transform[2], vertex.position;
MOV position.w, 1.0;
MOV result.position, position;
MOV result.texcoord[0], vertex.texcoord[0];
END

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@ -1,16 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<program type="arb">
<vertex file="arb/gui_text.vp">
<stream name="pos"/>
<stream name="uv0"/>
<uniform name="transform" loc="0" type="mat4"/>
</vertex>
<fragment file="arb/gui_text.fp">
<uniform name="tex" loc="0" type="sampler2D"/>
<uniform name="colorAdd" loc="1" type="vec4"/>
<uniform name="colorMul" loc="2" type="vec4"/>
</fragment>
</program>

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@ -1,14 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<effect>
<technique>
<require shaders="arb"/>
<pass shader="arb/gui_add"/>
</technique>
<technique>
<require shaders="glsl"/>
<pass shader="glsl/gui_add"/>
</technique>
</effect>

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@ -1,14 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<effect>
<technique>
<require shaders="arb"/>
<pass shader="arb/gui_basic"/>
</technique>
<technique>
<require shaders="glsl"/>
<pass shader="glsl/gui_basic"/>
</technique>
</effect>

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@ -1,14 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<effect>
<technique>
<require shaders="arb"/>
<pass shader="arb/gui_grayscale"/>
</technique>
<technique>
<require shaders="glsl"/>
<pass shader="glsl/gui_grayscale"/>
</technique>
</effect>

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@ -1,14 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<effect>
<technique>
<require shaders="arb"/>
<pass shader="arb/gui_solid"/>
</technique>
<technique>
<require shaders="glsl"/>
<pass shader="glsl/gui_solid"/>
</technique>
</effect>

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@ -1,14 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<effect>
<technique>
<require shaders="arb"/>
<pass shader="arb/gui_solid_mask"/>
</technique>
<technique>
<require shaders="glsl"/>
<pass shader="glsl/gui_solid_mask"/>
</technique>
</effect>

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@ -1,18 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<effect>
<technique>
<require shaders="arb"/>
<pass shader="arb/gui_text">
<blend src="src_alpha" dst="one_minus_src_alpha"/>
</pass>
</technique>
<technique>
<require shaders="glsl"/>
<pass shader="glsl/gui_text">
<blend src="src_alpha" dst="one_minus_src_alpha"/>
</pass>
</technique>
</effect>

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@ -1,13 +0,0 @@
#version 110
uniform sampler2D tex;
uniform vec4 color;
varying vec2 v_tex;
void main()
{
vec4 t = texture2D(tex, v_tex);
gl_FragColor.rgb = t.rgb + color.rgb * t.a;
gl_FragColor.a = t.a;
}

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@ -1,15 +0,0 @@
#version 110
uniform mat4 transform;
varying vec2 v_tex;
attribute vec3 a_vertex;
attribute vec2 a_uv0;
void main()
{
gl_Position = transform * vec4(a_vertex, 1.0);
v_tex = a_uv0;
}

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@ -1,13 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<program type="glsl">
<vertex file="glsl/gui_add.vs">
<stream name="pos"/>
<stream name="uv0"/>
<attrib name="a_vertex" semantics="gl_Vertex"/>
<attrib name="a_uv0" semantics="gl_MultiTexCoord0"/>
</vertex>
<fragment file="glsl/gui_add.fs"/>
</program>

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@ -1,10 +0,0 @@
#version 110
uniform sampler2D tex;
varying vec2 v_tex;
void main()
{
gl_FragColor = texture2D(tex, v_tex);
}

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@ -1,15 +0,0 @@
#version 110
uniform mat4 transform;
varying vec2 v_tex;
attribute vec3 a_vertex;
attribute vec2 a_uv0;
void main()
{
gl_Position = transform * vec4(a_vertex, 1.0);
v_tex = a_uv0;
}

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@ -1,13 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<program type="glsl">
<vertex file="glsl/gui_basic.vs">
<stream name="pos"/>
<stream name="uv0"/>
<attrib name="a_vertex" semantics="gl_Vertex"/>
<attrib name="a_uv0" semantics="gl_MultiTexCoord0"/>
</vertex>
<fragment file="glsl/gui_basic.fs"/>
</program>

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@ -1,12 +0,0 @@
#version 110
uniform sampler2D tex;
varying vec2 v_tex;
void main()
{
vec4 t = texture2D(tex, v_tex);
gl_FragColor.rgb = vec3(dot(t.rgb, vec3(0.3, 0.59, 0.11)));
gl_FragColor.a = t.a;
}

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@ -1,15 +0,0 @@
#version 110
uniform mat4 transform;
varying vec2 v_tex;
attribute vec3 a_vertex;
attribute vec2 a_uv0;
void main()
{
gl_Position = transform * vec4(a_vertex, 1.0);
v_tex = a_uv0;
}

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@ -1,13 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<program type="glsl">
<vertex file="glsl/gui_grayscale.vs">
<stream name="pos"/>
<stream name="uv0"/>
<attrib name="a_vertex" semantics="gl_Vertex"/>
<attrib name="a_uv0" semantics="gl_MultiTexCoord0"/>
</vertex>
<fragment file="glsl/gui_grayscale.fs"/>
</program>

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@ -1,8 +0,0 @@
#version 110
uniform vec4 color;
void main()
{
gl_FragColor = color;
}

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@ -1,10 +0,0 @@
#version 110
uniform mat4 transform;
attribute vec3 a_vertex;
void main()
{
gl_Position = transform * vec4(a_vertex, 1.0);
}

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@ -1,11 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<program type="glsl">
<vertex file="glsl/gui_solid.vs">
<stream name="pos"/>
<attrib name="a_vertex" semantics="gl_Vertex"/>
</vertex>
<fragment file="glsl/gui_solid.fs"/>
</program>

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@ -1,13 +0,0 @@
#version 110
uniform sampler2D tex;
uniform vec4 color;
varying vec2 v_tex;
void main()
{
vec4 t = texture2D(tex, v_tex);
gl_FragColor.rgb = color.rgb;
gl_FragColor.a = t.a*color.a;
}

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@ -1,15 +0,0 @@
#version 110
uniform mat4 transform;
varying vec2 v_tex;
attribute vec3 a_vertex;
attribute vec2 a_uv0;
void main()
{
gl_Position = transform * vec4(a_vertex, 1.0);
v_tex = a_uv0;
}

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@ -1,13 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<program type="glsl">
<vertex file="glsl/gui_solid_mask.vs">
<stream name="pos"/>
<stream name="uv0"/>
<attrib name="a_vertex" semantics="gl_Vertex"/>
<attrib name="a_uv0" semantics="gl_MultiTexCoord0"/>
</vertex>
<fragment file="glsl/gui_solid_mask.fs"/>
</program>

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@ -1,12 +0,0 @@
#version 110
uniform vec4 colorAdd;
uniform vec4 colorMul;
uniform sampler2D tex;
varying vec2 v_texcoord;
void main()
{
gl_FragColor = (texture2D(tex, v_texcoord) + colorAdd) * colorMul;
}

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@ -1,14 +0,0 @@
#version 110
uniform mat4 transform;
varying vec2 v_texcoord;
attribute vec3 a_vertex;
attribute vec2 a_uv0;
void main()
{
gl_Position = transform * vec4(a_vertex, 1.0);
v_texcoord = a_uv0;
}

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@ -1,13 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<program type="glsl">
<vertex file="glsl/gui_text.vs">
<stream name="pos"/>
<stream name="uv0"/>
<attrib name="a_vertex" semantics="gl_Vertex"/>
<attrib name="a_uv0" semantics="gl_MultiTexCoord0"/>
</vertex>
<fragment file="glsl/gui_text.fs"/>
</program>

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@ -107,12 +107,6 @@ X(fogColor)
X(fogParams)
X(foreground_overlay)
X(grayscaleFactor)
X(gui_add)
X(gui_basic)
X(gui_grayscale)
X(gui_solid)
X(gui_solid_mask)
X(gui_text)
X(hdr)
X(height)
X(instancingTransform)