Remove some unused shaders.

This commit is contained in:
Vincent Lejeune 2014-02-28 17:30:25 +01:00
parent af862cb6c5
commit baba5f79d1
3 changed files with 0 additions and 66 deletions

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@ -1,13 +0,0 @@
uniform vec3 col;
uniform sampler2D tex;
out vec4 FragColor;
void main()
{
float alpha = texture(tex, gl_TexCoord[0].xy).a;
if (alpha < 0.5)
discard;
FragColor = vec4(col, 1.0);
}

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@ -1,25 +0,0 @@
// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2013 the SuperTuxKart team
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 3
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
// motion_blur.vert
void main()
{
gl_TexCoord[0].st = vec2(gl_MultiTexCoord0.s, gl_MultiTexCoord0.t);
gl_Position = gl_Vertex;
}

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@ -1,28 +0,0 @@
uniform sampler2D tex;
uniform int hastex;
uniform float objectid;
in vec3 nor;
in vec2 uv0;
in vec2 uv1;
out vec4 Albedo;
out vec4 NormalDepth;
out vec4 Specular;
void main() {
//if (hastex != 0) {
vec4 col = texture(tex, uv0);
if (col.a < 0.5)
discard;
Albedo = vec4(col.xyz, 1.);
//} else {
// Albedo = gl_Color;
//}
NormalDepth = vec4(0.5 * normalize(nor) + 0.5, gl_FragCoord.z);
Specular = vec4(1. - col.a);
}