Forget to remove some unused shaders.

This commit is contained in:
Vincent Lejeune 2014-05-18 19:59:03 +02:00
parent eca3999d52
commit 0ccac4c552
3 changed files with 0 additions and 148 deletions

View File

@ -1,27 +0,0 @@
uniform sampler2D tex;
uniform sampler2D oldtex;
uniform vec2 pixel;
uniform vec2 multi;
uniform int size;
out vec4 FragColor;
void main()
{
float res = 0.0;
vec2 tc = gl_TexCoord[0].xy;
// tc.y = 1.0 - tc.y;
tc *= multi;
for (int i = 0; i < size; i++)
{
float col = texture(tex, tc).x;
res = max(col, res);
tc += pixel;
}
float old = texture(oldtex, gl_TexCoord[0].xy).x;
FragColor = vec4(mix(old, res, 0.7));
}

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@ -1,60 +0,0 @@
uniform sampler2D tex;
uniform vec2 pixel;
#if __VERSION__ >= 130
in vec2 uv;
out vec4 FragColor;
#else
varying vec2 uv;
#define FragColor gl_FragColor
#endif
// Separated penumbra, horizontal
void main()
{
float sum = 0.0;
vec4 tmp;
float X = uv.x;
float Y = uv.y;
float width = 0.0;
float zsum = 0.00001;
tmp = texture(tex, vec2(X - 5.13333 * pixel.x, Y));
sum += tmp.x * 0.00640869;
zsum += tmp.z;
width += tmp.y;
tmp = texture(tex, vec2(X - 3.26667 * pixel.x, Y));
sum += tmp.x * 0.083313;
zsum += tmp.z;
width += tmp.y;
tmp = texture(tex, vec2(X - 1.4 * pixel.x, Y));
sum += tmp.x * 0.305481;
zsum += tmp.z;
width += tmp.y;
tmp = texture(tex, vec2(X, Y));
sum += tmp.x * 0.209473;
zsum += tmp.z;
width += tmp.y;
tmp = texture(tex, vec2(X + 1.4 * pixel.x, Y));
sum += tmp.x * 0.305481;
zsum += tmp.z;
width += tmp.y;
tmp = texture(tex, vec2(X + 3.26667 * pixel.x, Y));
sum += tmp.x * 0.083313;
zsum += tmp.z;
width += tmp.y;
tmp = texture(tex, vec2(X + 5.13333 * pixel.x, Y));
sum += tmp.x * 0.00640869;
zsum += tmp.z;
width += tmp.y;
float hasz = step(0.7, zsum);
FragColor = vec4(sum, (width / zsum) * hasz, hasz, 1.0);
}

View File

@ -1,61 +0,0 @@
uniform sampler2D tex;
uniform vec2 pixel;
#if __VERSION__ >= 130
in vec2 uv;
out vec4 FragColor;
#else
varying vec2 uv;
#define FragColor gl_FragColor
#endif
// Separated penumbra, vertical
void main()
{
float sum = 0.0;
vec4 tmp;
float X = uv.x;
float Y = uv.y;
float width = 0.0;
float zsum = 0.00001;
tmp = texture(tex, vec2(X, Y - 5.13333 * pixel.y));
sum += tmp.x * 0.00640869;
zsum += tmp.z;
width += tmp.y;
tmp = texture(tex, vec2(X, Y - 3.26667 * pixel.y));
sum += tmp.x * 0.083313;
zsum += tmp.z;
width += tmp.y;
tmp = texture(tex, vec2(X, Y - 1.4 * pixel.y));
sum += tmp.x * 0.305481;
zsum += tmp.z;
width += tmp.y;
tmp = texture(tex, vec2(X, Y));
sum += tmp.x * 0.209473;
zsum += tmp.z;
width += tmp.y;
tmp = texture(tex, vec2(X, Y + 1.4 * pixel.y));
sum += tmp.x * 0.305481;
zsum += tmp.z;
width += tmp.y;
tmp = texture(tex, vec2(X, Y + 3.26667 * pixel.y));
sum += tmp.x * 0.083313;
zsum += tmp.z;
width += tmp.y;
tmp = texture(tex, vec2(X, Y + 5.13333 * pixel.y));
sum += tmp.x * 0.00640869;
zsum += tmp.z;
width += tmp.y;
float hasz = step(0.7, zsum);
FragColor = vec4(sum, (width / zsum) * hasz, hasz, 1.0);
}