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-rw-r--r--drivers/gles2/shaders/blend_shape.glsl1
-rw-r--r--drivers/gles2/shaders/canvas.glsl5
-rw-r--r--drivers/gles2/shaders/canvas_shadow.glsl2
-rw-r--r--drivers/gles2/shaders/copy.glsl3
-rw-r--r--drivers/gles2/shaders/cube_to_dp.glsl2
-rw-r--r--drivers/gles2/shaders/cubemap_filter.glsl4
-rw-r--r--drivers/gles2/shaders/effect_blur.glsl4
-rw-r--r--drivers/gles2/shaders/exposure.glsl2
-rw-r--r--drivers/gles2/shaders/lens_distorted.glsl1
-rw-r--r--drivers/gles2/shaders/particles.glsl6
-rw-r--r--drivers/gles2/shaders/resolve.glsl2
-rw-r--r--drivers/gles2/shaders/scene.glsl21
-rw-r--r--drivers/gles2/shaders/screen_space_reflection.glsl5
-rw-r--r--drivers/gles2/shaders/ssao.glsl2
-rw-r--r--drivers/gles2/shaders/ssao_blur.glsl3
-rw-r--r--drivers/gles2/shaders/ssao_minify.glsl2
-rw-r--r--drivers/gles2/shaders/subsurf_scattering.glsl3
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