diff options
Diffstat (limited to 'drivers/gles2/shaders')
-rw-r--r-- | drivers/gles2/shaders/blend_shape.glsl | 1 | ||||
-rw-r--r-- | drivers/gles2/shaders/canvas.glsl | 5 | ||||
-rw-r--r-- | drivers/gles2/shaders/canvas_shadow.glsl | 2 | ||||
-rw-r--r-- | drivers/gles2/shaders/copy.glsl | 3 | ||||
-rw-r--r-- | drivers/gles2/shaders/cube_to_dp.glsl | 2 | ||||
-rw-r--r-- | drivers/gles2/shaders/cubemap_filter.glsl | 4 | ||||
-rw-r--r-- | drivers/gles2/shaders/effect_blur.glsl | 4 | ||||
-rw-r--r-- | drivers/gles2/shaders/exposure.glsl | 2 | ||||
-rw-r--r-- | drivers/gles2/shaders/lens_distorted.glsl | 1 | ||||
-rw-r--r-- | drivers/gles2/shaders/particles.glsl | 6 | ||||
-rw-r--r-- | drivers/gles2/shaders/resolve.glsl | 2 | ||||
-rw-r--r-- | drivers/gles2/shaders/scene.glsl | 21 | ||||
-rw-r--r-- | drivers/gles2/shaders/screen_space_reflection.glsl | 5 | ||||
-rw-r--r-- | drivers/gles2/shaders/ssao.glsl | 2 | ||||
-rw-r--r-- | drivers/gles2/shaders/ssao_blur.glsl | 3 | ||||
-rw-r--r-- | drivers/gles2/shaders/ssao_minify.glsl | 2 | ||||
-rw-r--r-- | drivers/gles2/shaders/subsurf_scattering.glsl | 3 |
17 files changed, 0 insertions, 68 deletions
diff --git a/drivers/gles2/shaders/blend_shape.glsl b/drivers/gles2/shaders/blend_shape.glsl index 0d0b3e24e4..7a0a7ebe99 100644 --- a/drivers/gles2/shaders/blend_shape.glsl +++ b/drivers/gles2/shaders/blend_shape.glsl @@ -110,7 +110,6 @@ out vec4 weight_out; //tfb:ENABLE_SKELETON uniform float blend_amount; void main() { - #ifdef ENABLE_BLEND vertex_out = vertex_attrib_blend + vertex_attrib * blend_amount; diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl index 3b685b3f0b..1fadf44d97 100644 --- a/drivers/gles2/shaders/canvas.glsl +++ b/drivers/gles2/shaders/canvas.glsl @@ -111,7 +111,6 @@ vec2 select(vec2 a, vec2 b, bvec2 c) { } void main() { - vec4 color = color_attrib; vec2 uv; @@ -186,7 +185,6 @@ VERTEX_SHADER_CODE // look up transform from the "pose texture" if (bone_weights != vec4(0.0)) { - highp mat4 bone_transform = mat4(0.0); for (int i = 0; i < 4; i++) { @@ -367,7 +365,6 @@ LIGHT_SHADER_CODE } void main() { - vec4 color = color_interp; vec2 uv = uv_interp; #ifdef USE_FORCE_REPEAT @@ -499,11 +496,9 @@ FRAGMENT_SHADER_CODE point = -shadow_vec; sh = 0.5 + (1.0 / 8.0); } else if (angle_to_light > 0.0) { - point = vec2(shadow_vec.y, -shadow_vec.x); sh = 0.25 + (1.0 / 8.0); } else { - point = vec2(-shadow_vec.y, shadow_vec.x); sh = 0.75 + (1.0 / 8.0); } diff --git a/drivers/gles2/shaders/canvas_shadow.glsl b/drivers/gles2/shaders/canvas_shadow.glsl index 7a5ba4f571..2abcd5e67c 100644 --- a/drivers/gles2/shaders/canvas_shadow.glsl +++ b/drivers/gles2/shaders/canvas_shadow.glsl @@ -21,7 +21,6 @@ uniform highp float distance_norm; varying highp vec4 position_interp; void main() { - gl_Position = projection_matrix * (light_matrix * (world_matrix * vec4(vertex, 1.0))); position_interp = gl_Position; } @@ -47,7 +46,6 @@ varying highp vec4 position_interp; /* clang-format on */ void main() { - highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0; // bias #ifdef USE_RGBA_SHADOWS diff --git a/drivers/gles2/shaders/copy.glsl b/drivers/gles2/shaders/copy.glsl index aa967115da..e833722ac3 100644 --- a/drivers/gles2/shaders/copy.glsl +++ b/drivers/gles2/shaders/copy.glsl @@ -40,7 +40,6 @@ uniform highp mat4 display_transform; #endif void main() { - #if defined(USE_CUBEMAP) || defined(USE_PANORAMA) cube_interp = cube_in; #elif defined(USE_ASYM_PANO) @@ -115,7 +114,6 @@ uniform float custom_alpha; uniform highp mat4 sky_transform; vec4 texturePanorama(sampler2D pano, vec3 normal) { - vec2 st = vec2( atan(normal.x, normal.z), acos(normal.y)); @@ -131,7 +129,6 @@ vec4 texturePanorama(sampler2D pano, vec3 normal) { #endif void main() { - #ifdef USE_PANORAMA vec3 cube_normal = normalize(cube_interp); diff --git a/drivers/gles2/shaders/cube_to_dp.glsl b/drivers/gles2/shaders/cube_to_dp.glsl index 769908c3b4..1612ec3d5a 100644 --- a/drivers/gles2/shaders/cube_to_dp.glsl +++ b/drivers/gles2/shaders/cube_to_dp.glsl @@ -17,7 +17,6 @@ attribute vec2 uv_in; // attrib:4 varying vec2 uv_interp; void main() { - uv_interp = uv_in; gl_Position = vertex_attrib; } @@ -49,7 +48,6 @@ uniform highp float z_near; uniform highp float bias; void main() { - highp vec3 normal = vec3(uv_interp * 2.0 - 1.0, 0.0); /* if (z_flip) { diff --git a/drivers/gles2/shaders/cubemap_filter.glsl b/drivers/gles2/shaders/cubemap_filter.glsl index db3d8b3a1b..f5c91cc707 100644 --- a/drivers/gles2/shaders/cubemap_filter.glsl +++ b/drivers/gles2/shaders/cubemap_filter.glsl @@ -17,7 +17,6 @@ attribute highp vec2 uv; // attrib:4 varying highp vec2 uv_interp; void main() { - uv_interp = uv; gl_Position = vec4(vertex, 0, 1); } @@ -87,7 +86,6 @@ uniform sampler2D radical_inverse_vdc_cache; // texunit:1 #ifdef USE_SOURCE_PANORAMA vec4 texturePanorama(sampler2D pano, vec3 normal) { - vec2 st = vec2( atan(normal.x, normal.z), acos(normal.y)); @@ -179,7 +177,6 @@ vec2 Hammersley(int i, int N) { uniform bool z_flip; void main() { - vec3 color = vec3(0.0); vec2 uv = (uv_interp * 2.0) - 1.0; @@ -200,7 +197,6 @@ void main() { vec4 sum = vec4(0.0); for (int sample_num = 0; sample_num < SAMPLE_COUNT; sample_num++) { - vec2 xi = Hammersley(sample_num, SAMPLE_COUNT); vec3 H = ImportanceSampleGGX(xi, roughness, N); diff --git a/drivers/gles2/shaders/effect_blur.glsl b/drivers/gles2/shaders/effect_blur.glsl index b28d78a6ca..7b607dd76a 100644 --- a/drivers/gles2/shaders/effect_blur.glsl +++ b/drivers/gles2/shaders/effect_blur.glsl @@ -23,7 +23,6 @@ uniform vec4 blur_section; #endif void main() { - uv_interp = uv_in; gl_Position = vec4(vertex_attrib, 0.0, 1.0); #ifdef USE_BLUR_SECTION @@ -127,7 +126,6 @@ uniform float camera_z_far; uniform float camera_z_near; void main() { - #ifdef GLOW_GAUSSIAN_HORIZONTAL vec2 pix_size = pixel_size; pix_size *= 0.5; //reading from larger buffer, so use more samples @@ -228,7 +226,6 @@ void main() { float k_accum = 0.0; for (int i = 0; i < dof_kernel_size; i++) { - int int_ofs = i - dof_kernel_from; vec2 tap_uv = uv_interp + dof_dir * float(int_ofs) * amount * dof_radius; @@ -265,7 +262,6 @@ void main() { float max_accum = 0.0; for (int i = 0; i < dof_kernel_size; i++) { - int int_ofs = i - dof_kernel_from; vec2 tap_uv = uv_interp + dof_dir * float(int_ofs) * dof_radius; float ofs_influence = max(0.0, 1.0 - abs(float(int_ofs)) / float(dof_kernel_from)); diff --git a/drivers/gles2/shaders/exposure.glsl b/drivers/gles2/shaders/exposure.glsl index 759adcda06..c20812bfa3 100644 --- a/drivers/gles2/shaders/exposure.glsl +++ b/drivers/gles2/shaders/exposure.glsl @@ -5,7 +5,6 @@ layout(location = 0) in highp vec4 vertex_attrib; /* clang-format on */ void main() { - gl_Position = vertex_attrib; } @@ -34,7 +33,6 @@ uniform highp float max_luminance; layout(location = 0) out highp float exposure; void main() { - #ifdef EXPOSURE_BEGIN ivec2 src_pos = ivec2(gl_FragCoord.xy) * source_render_size / target_size; diff --git a/drivers/gles2/shaders/lens_distorted.glsl b/drivers/gles2/shaders/lens_distorted.glsl index f4ff80ba9a..d568006ccc 100644 --- a/drivers/gles2/shaders/lens_distorted.glsl +++ b/drivers/gles2/shaders/lens_distorted.glsl @@ -19,7 +19,6 @@ uniform vec2 scale; varying vec2 uv_interp; void main() { - uv_interp = vertex.xy * 2.0 - 1.0; vec2 v = vertex.xy * scale + offset; diff --git a/drivers/gles2/shaders/particles.glsl b/drivers/gles2/shaders/particles.glsl index 5974050fc1..1575db701f 100644 --- a/drivers/gles2/shaders/particles.glsl +++ b/drivers/gles2/shaders/particles.glsl @@ -10,7 +10,6 @@ layout(location = 4) in highp vec4 xform_2; layout(location = 5) in highp vec4 xform_3; struct Attractor { - vec3 pos; vec3 dir; float radius; @@ -64,7 +63,6 @@ VERTEX_SHADER_GLOBALS /* clang-format on */ uint hash(uint x) { - x = ((x >> uint(16)) ^ x) * uint(0x45d9f3b); x = ((x >> uint(16)) ^ x) * uint(0x45d9f3b); x = (x >> uint(16)) ^ x; @@ -72,7 +70,6 @@ uint hash(uint x) { } void main() { - #ifdef PARTICLES_COPY out_color = color; @@ -183,10 +180,8 @@ VERTEX_SHADER_CODE #if !defined(DISABLE_FORCE) if (false) { - vec3 force = vec3(0.0); for (int i = 0; i < attractor_count; i++) { - vec3 rel_vec = xform[3].xyz - attractors[i].pos; float dist = length(rel_vec); if (attractors[i].radius < dist) @@ -214,7 +209,6 @@ VERTEX_SHADER_CODE #if !defined(DISABLE_VELOCITY) if (true) { - xform[3].xyz += out_velocity_active.xyz * local_delta; } #endif diff --git a/drivers/gles2/shaders/resolve.glsl b/drivers/gles2/shaders/resolve.glsl index 5c6f5d6561..071cb37a99 100644 --- a/drivers/gles2/shaders/resolve.glsl +++ b/drivers/gles2/shaders/resolve.glsl @@ -8,7 +8,6 @@ layout(location = 4) in vec2 uv_in; out vec2 uv_interp; void main() { - uv_interp = uv_in; gl_Position = vertex_attrib; } @@ -32,7 +31,6 @@ in vec2 uv2_interp; layout(location = 0) out vec4 frag_color; void main() { - vec4 specular = texture(source_specular, uv_interp); #ifdef USE_SSR diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl index b720c71cec..d658ccd5cd 100644 --- a/drivers/gles2/shaders/scene.glsl +++ b/drivers/gles2/shaders/scene.glsl @@ -194,7 +194,6 @@ void light_compute( vec3 light_color, vec3 attenuation, float roughness) { - //this makes lights behave closer to linear, but then addition of lights looks bad //better left disabled @@ -249,7 +248,6 @@ void light_compute( diffuse_interp += light_color * diffuse_brdf_NL * attenuation; if (roughness > 0.0) { - // D float specular_brdf_NL = 0.0; @@ -325,7 +323,6 @@ uniform mediump float fog_height_curve; #endif //fog void main() { - highp vec4 vertex = vertex_attrib; mat4 world_matrix = world_transform; @@ -394,7 +391,6 @@ void main() { #else // look up transform from the "pose texture" { - for (int i = 0; i < 4; i++) { ivec2 tex_ofs = ivec2(int(bone_ids[i]) * 3, 0); @@ -512,7 +508,6 @@ VERTEX_SHADER_CODE float normalized_distance = light_length / light_range; if (normalized_distance < 1.0) { - float omni_attenuation = pow(1.0 - normalized_distance, light_attenuation); vec3 attenuation = vec3(omni_attenuation); @@ -532,7 +527,6 @@ VERTEX_SHADER_CODE float normalized_distance = light_length / light_range; if (normalized_distance < 1.0) { - float spot_attenuation = pow(1.0 - normalized_distance, light_attenuation); vec3 spot_dir = light_direction; @@ -541,7 +535,6 @@ VERTEX_SHADER_CODE float angle = dot(-normalize(light_rel_vec), spot_dir); if (angle > spot_cutoff) { - float scos = max(angle, spot_cutoff); float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_cutoff)); @@ -645,7 +638,6 @@ VERTEX_SHADER_CODE #ifdef FOG_DEPTH_ENABLED { - float fog_z = smoothstep(fog_depth_begin, fog_max_distance, length(vertex)); fog_amount = pow(fog_z, fog_depth_curve) * fog_color_base.a; @@ -1157,7 +1149,6 @@ void light_compute( inout vec3 diffuse_light, inout vec3 specular_light, inout float alpha) { - //this makes lights behave closer to linear, but then addition of lights looks bad //better left disabled @@ -1381,7 +1372,6 @@ LIGHT_SHADER_CODE #define SAMPLE_SHADOW_TEXEL_PROJ(p_shadow, p_pos) step(p_pos.z, SHADOW_DEPTH(texture2DProj(p_shadow, p_pos))) float sample_shadow(highp sampler2D shadow, highp vec4 spos) { - #ifdef SHADOW_MODE_PCF_13 spos.xyz /= spos.w; @@ -1458,7 +1448,6 @@ uniform mediump float fog_height_curve; #endif //fog void main() { - #ifdef RENDER_DEPTH_DUAL_PARABOLOID if (dp_clip > 0.0) @@ -1653,7 +1642,6 @@ FRAGMENT_SHADER_CODE // environment BRDF approximation { - #if defined(DIFFUSE_TOON) //simplify for toon, as specular_light *= specular * metallic * albedo * 2.0; @@ -1732,7 +1720,6 @@ FRAGMENT_SHADER_CODE float normalized_distance = light_length / light_range; if (normalized_distance < 1.0) { - float omni_attenuation = pow(1.0 - normalized_distance, light_attenuation); light_att = vec3(omni_attenuation); @@ -1829,7 +1816,6 @@ FRAGMENT_SHADER_CODE } } else { if (depth_z < light_split_offsets.z) { - shadow_att = shadow3; #if defined(LIGHT_USE_PSSM_BLEND) @@ -1838,7 +1824,6 @@ FRAGMENT_SHADER_CODE #endif } else { - shadow_att = shadow4; pssm_fade = smoothstep(light_split_offsets.z, light_split_offsets.w, depth_z); @@ -1881,7 +1866,6 @@ FRAGMENT_SHADER_CODE pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z); #endif } else { - shadow_att = shadow2; pssm_fade = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z); #ifdef LIGHT_USE_PSSM_BLEND @@ -1945,7 +1929,6 @@ FRAGMENT_SHADER_CODE } } else { if (depth_z < light_split_offsets.z) { - pssm_coord = shadow_coord3; #if defined(LIGHT_USE_PSSM_BLEND) @@ -1954,7 +1937,6 @@ FRAGMENT_SHADER_CODE #endif } else { - pssm_coord = shadow_coord4; pssm_fade = smoothstep(light_split_offsets.z, light_split_offsets.w, depth_z); @@ -1968,7 +1950,6 @@ FRAGMENT_SHADER_CODE #ifdef LIGHT_USE_PSSM2 if (depth_z < light_split_offsets.x) { - pssm_coord = shadow_coord; #ifdef LIGHT_USE_PSSM_BLEND @@ -1976,7 +1957,6 @@ FRAGMENT_SHADER_CODE pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z); #endif } else { - pssm_coord = shadow_coord2; pssm_fade = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z); #ifdef LIGHT_USE_PSSM_BLEND @@ -2165,7 +2145,6 @@ FRAGMENT_SHADER_CODE #ifdef FOG_DEPTH_ENABLED { - float fog_z = smoothstep(fog_depth_begin, fog_max_distance, length(vertex)); fog_amount = pow(fog_z, fog_depth_curve) * fog_color_base.a; diff --git a/drivers/gles2/shaders/screen_space_reflection.glsl b/drivers/gles2/shaders/screen_space_reflection.glsl index a11da10b61..6b5b7c885c 100644 --- a/drivers/gles2/shaders/screen_space_reflection.glsl +++ b/drivers/gles2/shaders/screen_space_reflection.glsl @@ -9,7 +9,6 @@ out vec2 uv_interp; out vec2 pos_interp; void main() { - uv_interp = uv_in; gl_Position = vertex_attrib; pos_interp.xy = gl_Position.xy; @@ -55,7 +54,6 @@ vec2 view_to_screen(vec3 view_pos, out float w) { #define M_PI 3.14159265359 void main() { - vec4 diffuse = texture(source_diffuse, uv_interp); vec4 normal_roughness = texture(source_normal_roughness, uv_interp); @@ -142,7 +140,6 @@ void main() { float steps_taken = 0.0; for (int i = 0; i < num_steps; i++) { - pos += line_advance; z += z_advance; w += w_advance; @@ -174,7 +171,6 @@ void main() { } if (found) { - float margin_blend = 1.0; vec2 margin = vec2((viewport_size.x + viewport_size.y) * 0.5 * 0.05); //make a uniform margin @@ -218,7 +214,6 @@ void main() { final_color = vec4(0.0); for (int i = 0; i < 7; i++) { - float op_len = 2.0 * tan(cone_angle) * cone_len; //opposite side of iso triangle float radius; { diff --git a/drivers/gles2/shaders/ssao.glsl b/drivers/gles2/shaders/ssao.glsl index 82eea8f274..0fd29e8dcc 100644 --- a/drivers/gles2/shaders/ssao.glsl +++ b/drivers/gles2/shaders/ssao.glsl @@ -5,7 +5,6 @@ layout(location = 0) in highp vec4 vertex_attrib; /* clang-format on */ void main() { - gl_Position = vertex_attrib; gl_Position.z = 1.0; } @@ -207,7 +206,6 @@ float sampleAO(in ivec2 ssC, in vec3 C, in vec3 n_C, in float ssDiskRadius, in f } void main() { - // Pixel being shaded ivec2 ssC = ivec2(gl_FragCoord.xy); diff --git a/drivers/gles2/shaders/ssao_blur.glsl b/drivers/gles2/shaders/ssao_blur.glsl index e4133ad534..f065cd74eb 100644 --- a/drivers/gles2/shaders/ssao_blur.glsl +++ b/drivers/gles2/shaders/ssao_blur.glsl @@ -5,7 +5,6 @@ layout(location = 0) in highp vec4 vertex_attrib; /* clang-format on */ void main() { - gl_Position = vertex_attrib; gl_Position.z = 1.0; } @@ -58,7 +57,6 @@ uniform float camera_z_near; uniform ivec2 screen_size; void main() { - ivec2 ssC = ivec2(gl_FragCoord.xy); float depth = texelFetch(source_depth, ssC, 0).r; @@ -91,7 +89,6 @@ void main() { // We already handled the zero case above. This loop should be unrolled and the static branch optimized out, // so the IF statement has no runtime cost if (r != 0) { - ivec2 ppos = ssC + axis * (r * filter_scale); float value = texelFetch(source_ssao, clamp(ppos, ivec2(0), clamp_limit), 0).r; ivec2 rpos = clamp(ppos, ivec2(0), clamp_limit); diff --git a/drivers/gles2/shaders/ssao_minify.glsl b/drivers/gles2/shaders/ssao_minify.glsl index 272f3e236e..f654e00a4f 100644 --- a/drivers/gles2/shaders/ssao_minify.glsl +++ b/drivers/gles2/shaders/ssao_minify.glsl @@ -5,7 +5,6 @@ layout(location = 0) in highp vec4 vertex_attrib; /* clang-format on */ void main() { - gl_Position = vertex_attrib; } @@ -33,7 +32,6 @@ uniform int source_mipmap; layout(location = 0) out mediump uint depth; void main() { - ivec2 ssP = ivec2(gl_FragCoord.xy); // Rotated grid subsampling to avoid XY directional bias or Z precision bias while downsampling. diff --git a/drivers/gles2/shaders/subsurf_scattering.glsl b/drivers/gles2/shaders/subsurf_scattering.glsl index f40fb3a244..d0c34cf1b0 100644 --- a/drivers/gles2/shaders/subsurf_scattering.glsl +++ b/drivers/gles2/shaders/subsurf_scattering.glsl @@ -8,7 +8,6 @@ layout(location = 4) in vec2 uv_in; out vec2 uv_interp; void main() { - uv_interp = uv_in; gl_Position = vertex_attrib; } @@ -102,7 +101,6 @@ uniform sampler2D source_depth; //texunit:2 layout(location = 0) out vec4 frag_color; void main() { - float strength = texture(source_sss, uv_interp).r; strength *= strength; //stored as sqrt @@ -110,7 +108,6 @@ void main() { vec4 base_color = texture(source_diffuse, uv_interp); if (strength > 0.0) { - // Fetch linear depth of current pixel: float depth = texture(source_depth, uv_interp).r * 2.0 - 1.0; #ifdef USE_ORTHOGONAL_PROJECTION |