Remove more unused code (#87)

This commit is contained in:
sfan5
2021-12-29 13:12:09 +01:00
committed by GitHub
parent 4bdecbc6b7
commit dd09fdcb4e
40 changed files with 2 additions and 5507 deletions

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@ -1,74 +0,0 @@
#define MAX_LIGHTS 2
precision mediump float;
/* Uniforms */
uniform sampler2D uTextureUnit0;
uniform sampler2D uTextureUnit1;
uniform int uFogEnable;
uniform int uFogType;
uniform vec4 uFogColor;
uniform float uFogStart;
uniform float uFogEnd;
uniform float uFogDensity;
/* Varyings */
varying vec2 vTexCoord;
varying vec3 vLightVector[MAX_LIGHTS];
varying vec4 vLightColor[MAX_LIGHTS];
varying float vFogCoord;
float computeFog()
{
const float LOG2 = 1.442695;
float FogFactor = 0.0;
if (uFogType == 0) // Exp
{
FogFactor = exp2(-uFogDensity * vFogCoord * LOG2);
}
else if (uFogType == 1) // Linear
{
float Scale = 1.0 / (uFogEnd - uFogStart);
FogFactor = (uFogEnd - vFogCoord) * Scale;
}
else if (uFogType == 2) // Exp2
{
FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2);
}
FogFactor = clamp(FogFactor, 0.0, 1.0);
return FogFactor;
}
void main()
{
vec4 Color = texture2D(uTextureUnit0, vTexCoord);
vec3 Normal = texture2D(uTextureUnit1, vTexCoord).xyz * 2.0 - 1.0;
vec4 FinalColor = vec4(0.0, 0.0, 0.0, 0.0);
for (int i = 0; i < int(MAX_LIGHTS); i++)
{
vec3 LightVector = normalize(vLightVector[i]);
float Lambert = max(dot(LightVector, Normal), 0.0);
FinalColor += vec4(Lambert) * vLightColor[i];
}
FinalColor *= Color;
FinalColor.w = vLightColor[0].w;
if (bool(uFogEnable))
{
float FogFactor = computeFog();
vec4 FogColor = uFogColor;
FogColor.a = 1.0;
FinalColor = mix(FogColor, FinalColor, FogFactor);
}
gl_FragColor = FinalColor;
}

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@ -1,52 +0,0 @@
#define MAX_LIGHTS 2
/* Attributes */
attribute vec3 inVertexPosition;
attribute vec3 inVertexNormal;
attribute vec3 inVertexTangent;
attribute vec3 inVertexBinormal;
attribute vec4 inVertexColor;
attribute vec2 inTexCoord0;
/* Uniforms */
uniform mat4 uWVPMatrix;
uniform mat4 uWVMatrix;
uniform vec3 uLightPosition[MAX_LIGHTS];
uniform vec4 uLightColor[MAX_LIGHTS];
/* Varyings */
varying vec2 vTexCoord;
varying vec3 vLightVector[MAX_LIGHTS];
varying vec4 vLightColor[MAX_LIGHTS];
varying float vFogCoord;
void main()
{
gl_Position = uWVPMatrix * vec4(inVertexPosition, 1.0);
vTexCoord = inTexCoord0;
for (int i = 0; i < int(MAX_LIGHTS); i++)
{
vec3 LightVector = uLightPosition[i] - inVertexPosition;
vLightVector[i].x = dot(inVertexTangent, LightVector);
vLightVector[i].y = dot(inVertexBinormal, LightVector);
vLightVector[i].z = dot(inVertexNormal, LightVector);
vLightColor[i].x = dot(LightVector, LightVector);
vLightColor[i].x *= uLightColor[i].a;
vLightColor[i] = vec4(inversesqrt(vLightColor[i].x));
vLightColor[i] *= uLightColor[i];
vLightColor[i].a = inVertexColor.a;
vLightColor[i].x = clamp(vLightColor[i].x, 0.0, 1.0);
vLightColor[i].y = clamp(vLightColor[i].y, 0.0, 1.0);
vLightColor[i].z = clamp(vLightColor[i].z, 0.0, 1.0);
}
vFogCoord = length((uWVMatrix * vec4(inVertexPosition, 1.0)).xyz);
}

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@ -1,82 +0,0 @@
#define MAX_LIGHTS 2
precision mediump float;
/* Uniforms */
uniform float uFactor;
uniform sampler2D uTextureUnit0;
uniform sampler2D uTextureUnit1;
uniform int uFogEnable;
uniform int uFogType;
uniform vec4 uFogColor;
uniform float uFogStart;
uniform float uFogEnd;
uniform float uFogDensity;
/* Varyings */
varying vec2 vTexCoord;
varying vec3 vEyeVector;
varying vec3 vLightVector[MAX_LIGHTS];
varying vec4 vLightColor[MAX_LIGHTS];
varying float vFogCoord;
float computeFog()
{
const float LOG2 = 1.442695;
float FogFactor = 0.0;
if (uFogType == 0) // Exp
{
FogFactor = exp2(-uFogDensity * vFogCoord * LOG2);
}
else if (uFogType == 1) // Linear
{
float Scale = 1.0 / (uFogEnd - uFogStart);
FogFactor = (uFogEnd - vFogCoord) * Scale;
}
else if (uFogType == 2) // Exp2
{
FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2);
}
FogFactor = clamp(FogFactor, 0.0, 1.0);
return FogFactor;
}
void main()
{
vec4 TempFetch = texture2D(uTextureUnit1, vTexCoord) * 2.0 - 1.0;
TempFetch *= uFactor;
vec3 EyeVector = normalize(vEyeVector);
vec2 TexCoord = EyeVector.xy * TempFetch.w + vTexCoord;
vec4 Color = texture2D(uTextureUnit0, TexCoord);
vec3 Normal = texture2D(uTextureUnit1, TexCoord).xyz * 2.0 - 1.0;
vec4 FinalColor = vec4(0.0, 0.0, 0.0, 0.0);
for (int i = 0; i < int(MAX_LIGHTS); i++)
{
vec3 LightVector = normalize(vLightVector[i]);
float Lambert = max(dot(LightVector, Normal), 0.0);
FinalColor += vec4(Lambert) * vLightColor[i];
}
FinalColor *= Color;
FinalColor.w = vLightColor[0].w;
if (bool(uFogEnable))
{
float FogFactor = computeFog();
vec4 FogColor = uFogColor;
FogColor.a = 1.0;
FinalColor = mix(FogColor, FinalColor, FogFactor);
}
gl_FragColor = FinalColor;
}

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@ -1,61 +0,0 @@
#define MAX_LIGHTS 2
/* Attributes */
attribute vec3 inVertexPosition;
attribute vec3 inVertexNormal;
attribute vec3 inVertexTangent;
attribute vec3 inVertexBinormal;
attribute vec4 inVertexColor;
attribute vec2 inTexCoord0;
/* Uniforms */
uniform mat4 uWVPMatrix;
uniform mat4 uWVMatrix;
uniform vec3 uEyePosition;
uniform vec3 uLightPosition[MAX_LIGHTS];
uniform vec4 uLightColor[MAX_LIGHTS];
/* Varyings */
varying vec2 vTexCoord;
varying vec3 vEyeVector;
varying vec3 vLightVector[MAX_LIGHTS];
varying vec4 vLightColor[MAX_LIGHTS];
varying float vFogCoord;
void main()
{
gl_Position = uWVPMatrix * vec4(inVertexPosition, 1.0);
vTexCoord = inTexCoord0;
vec3 EyeVector = uEyePosition - inVertexPosition;
vEyeVector.x = dot(inVertexTangent, EyeVector);
vEyeVector.y = dot(inVertexBinormal, EyeVector);
vEyeVector.z = dot(inVertexNormal, EyeVector);
vEyeVector *= vec3(1.0, -1.0, -1.0);
for (int i = 0; i < int(MAX_LIGHTS); i++)
{
vec3 LightVector = uLightPosition[i] - inVertexPosition;
vLightVector[i].x = dot(inVertexTangent, LightVector);
vLightVector[i].y = dot(inVertexBinormal, LightVector);
vLightVector[i].z = dot(inVertexNormal, LightVector);
vLightColor[i].x = dot(LightVector, LightVector);
vLightColor[i].x *= uLightColor[i].a;
vLightColor[i] = vec4(inversesqrt(vLightColor[i].x));
vLightColor[i] *= uLightColor[i];
vLightColor[i].a = inVertexColor.a;
vLightColor[i].x = clamp(vLightColor[i].x, 0.0, 1.0);
vLightColor[i].y = clamp(vLightColor[i].y, 0.0, 1.0);
vLightColor[i].z = clamp(vLightColor[i].z, 0.0, 1.0);
}
vFogCoord = length((uWVMatrix * vec4(inVertexPosition, 1.0)).xyz);
}