Remove some shaders which were moved to framework.

master
Dean Herbert 9 years ago
parent 8c3cc166e6
commit 1d2a888e6c

@ -1,77 +0,0 @@
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_Colour;
varying vec2 v_TexCoord;
uniform sampler2D m_Sampler;
//Width to sample from
uniform float mag;
//Alpha value
uniform float alpha;
uniform float redtint;
//Operate on a high range (0.5 - 1.0) or the full range (0.0 - 1.0)
uniform bool hirange;
#ifndef GL_ES
const vec2 offsets[12] = vec2[12]
(
vec2(-0.326212, -0.405805),
vec2(-0.840144, -0.073580),
vec2(-0.695914, 0.457137),
vec2(-0.203345, 0.620716),
vec2(0.962340, -0.194983),
vec2(0.473434, -0.480026),
vec2(0.519456, 0.767022),
vec2(0.185461, -0.893124),
vec2(0.507431, 0.064425),
vec2(0.896420, 0.412458),
vec2(-0.321940, -0.932615),
vec2(-0.791559, -0.597705)
);
#endif
void main(void)
{
#ifdef GL_ES
vec2 offsets[12];
offsets[0] = vec2(-0.326212, -0.405805);
offsets[1] = vec2(-0.840144, -0.073580);
offsets[2] = vec2(-0.695914, 0.457137);
offsets[3] = vec2(-0.203345, 0.620716);
offsets[4] = vec2(0.962340, -0.194983);
offsets[5] = vec2(0.473434, -0.480026);
offsets[6] = vec2(0.519456, 0.767022);
offsets[7] = vec2(0.185461, -0.893124);
offsets[8] = vec2(0.507431, 0.064425);
offsets[9] = vec2(0.896420, 0.412458);
offsets[10] = vec2(-0.321940, -0.932615);
offsets[11] = vec2(-0.791559, -0.597705);
#endif
vec4 sum = pow(texture2D(m_Sampler, v_TexCoord), vec4(2.0));
//Accumulate the colour from 12 neighbouring pixels
for (int i = 0; i < 12; i++)
sum += pow(texture2D(m_Sampler, v_TexCoord + (offsets[i] * mag)), vec4(2.0));
//Average the sum
sum /= 13.0;
sum = sqrt(sum);
//Fix alpha
sum.a *= alpha;
//Expand the higher range if applicable
if (hirange)
sum.rgb = (sum.rgb - 0.5) * 2.0;
sum.r += redtint;
gl_FragColor = v_Colour * sum;
}

@ -1,23 +0,0 @@
#ifdef GL_ES
precision mediump float;
#endif
vec4 blur(sampler2D tex, int radius, vec2 direction, vec2 texCoord, vec2 texSize)
{
vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
sum += pow(texture2D(tex, texCoord), vec4(2.0));
//Probably not the smartest way to do this
//cap at radius = 200 for D3D unrolling
for (int i = 1; i <= 200; i++)
{
sum += pow(texture2D(tex, texCoord + direction * float(i) / texSize), vec4(2.0));
sum += pow(texture2D(tex, texCoord + direction * float(-i) / texSize), vec4(2.0));
if (i == radius)
break;
}
sum /= float(radius) * 2.0 + 1.0;
sum = sqrt(sum);
return sum;
}

@ -1,19 +0,0 @@
#ifdef GL_ES
precision mediump float;
#endif
#include "sh_Blur2D.h";
varying vec4 v_Colour;
varying vec2 v_TexCoord;
uniform sampler2D m_Sampler;
uniform vec2 texSize;
uniform int radius;
void main(void)
{
gl_FragColor = v_Colour * blur(m_Sampler, radius, vec2(1.0, 0.0), v_TexCoord, texSize);
}

@ -1,19 +0,0 @@
#ifdef GL_ES
precision mediump float;
#endif
#include "sh_Blur2D.h";
varying vec4 v_Colour;
varying vec2 v_TexCoord;
uniform sampler2D m_Sampler;
uniform vec2 texSize;
uniform int radius;
void main(void)
{
gl_FragColor = v_Colour * blur(m_Sampler, radius, vec2(0.0, 1.0), v_TexCoord, texSize);
}

@ -1,10 +0,0 @@
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_Colour;
void main(void)
{
gl_FragColor = v_Colour;
}

@ -1,12 +0,0 @@
attribute vec2 m_Position;
attribute vec4 m_Colour;
varying vec4 v_Colour;
uniform mat4 g_ProjMatrix;
void main(void)
{
gl_Position = g_ProjMatrix * vec4(m_Position.xy, 1.0, 1.0);
v_Colour = m_Colour;
}

@ -1,23 +0,0 @@
attribute vec2 m_Position;
attribute vec2 m_TexCoord;
attribute float m_Time;
attribute vec2 m_Direction;
varying vec4 v_Colour;
varying vec2 v_TexCoord;
uniform mat4 g_ProjMatrix;
uniform float g_FadeClock;
uniform float g_Gravity;
void main(void)
{
vec2 targetPosition =
m_Position +
m_Direction * clamp((g_FadeClock + 100.0) / (m_Time + 100.0), 0.0, 1.0) +
vec2(0.0, g_Gravity * g_FadeClock * g_FadeClock / 1000000.0);
gl_Position = g_ProjMatrix * vec4(targetPosition, 1.0, 1.0);
v_Colour = vec4(1.0, 1.0, 1.0, 1.0 - clamp(g_FadeClock / m_Time, 0.0, 1.0));
v_TexCoord = m_TexCoord;
}

@ -1,11 +0,0 @@
attribute vec2 m_Position;
varying vec2 v_Position;
uniform mat4 g_ProjMatrix;
void main(void)
{
gl_Position = g_ProjMatrix * vec4(m_Position.xy, 1.0, 1.0);
v_Position = m_Position;
}

@ -1,13 +0,0 @@
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_Colour;
varying vec2 v_TexCoord;
uniform sampler2D m_Sampler;
void main(void)
{
gl_FragColor = v_Colour * texture2D(m_Sampler, v_TexCoord, -0.7);
}

@ -1,15 +0,0 @@
attribute vec2 m_Position;
attribute vec4 m_Colour;
attribute vec2 m_TexCoord;
varying vec4 v_Colour;
varying vec2 v_TexCoord;
uniform mat4 g_ProjMatrix;
void main(void)
{
gl_Position = g_ProjMatrix * vec4(m_Position, 1.0, 1.0);
v_Colour = m_Colour;
v_TexCoord = m_TexCoord;
}

@ -1,15 +0,0 @@
attribute vec3 m_Position;
attribute vec4 m_Colour;
attribute vec2 m_TexCoord;
varying vec4 v_Colour;
varying vec2 v_TexCoord;
uniform mat4 g_ProjMatrix;
void main(void)
{
gl_Position = g_ProjMatrix * vec4(m_Position, 1.0);
v_Colour = m_Colour;
v_TexCoord = m_TexCoord;
}

@ -41,19 +41,8 @@
<EmbeddedResource Include="Textures\menu-osu%402x.png" /> <EmbeddedResource Include="Textures\menu-osu%402x.png" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<EmbeddedResource Include="Shaders\sh_Bloom.fs" />
<EmbeddedResource Include="Shaders\sh_Blur2D.h" />
<EmbeddedResource Include="Shaders\sh_BlurHorizontal.fs" />
<EmbeddedResource Include="Shaders\sh_BlurVertical.fs" />
<EmbeddedResource Include="Shaders\sh_CircularProgressBar.fs" /> <EmbeddedResource Include="Shaders\sh_CircularProgressBar.fs" />
<EmbeddedResource Include="Shaders\sh_Colour.fs" />
<EmbeddedResource Include="Shaders\sh_Colour.vs" />
<EmbeddedResource Include="Shaders\sh_CursorTrail.vs" /> <EmbeddedResource Include="Shaders\sh_CursorTrail.vs" />
<EmbeddedResource Include="Shaders\sh_Particle.vs" />
<EmbeddedResource Include="Shaders\sh_Position.vs" />
<EmbeddedResource Include="Shaders\sh_Texture.fs" />
<EmbeddedResource Include="Shaders\sh_Texture2D.vs" />
<EmbeddedResource Include="Shaders\sh_Texture3D.vs" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<EmbeddedResource Include="Textures\menu-osu.png" /> <EmbeddedResource Include="Textures\menu-osu.png" />

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