Remove some unused shaders.
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@ -1,13 +0,0 @@
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uniform vec3 col;
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uniform sampler2D tex;
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out vec4 FragColor;
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void main()
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{
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float alpha = texture(tex, gl_TexCoord[0].xy).a;
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if (alpha < 0.5)
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discard;
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FragColor = vec4(col, 1.0);
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}
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@ -1,25 +0,0 @@
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// SuperTuxKart - a fun racing game with go-kart
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// Copyright (C) 2013 the SuperTuxKart team
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 3
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// of the License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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// motion_blur.vert
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void main()
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{
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gl_TexCoord[0].st = vec2(gl_MultiTexCoord0.s, gl_MultiTexCoord0.t);
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gl_Position = gl_Vertex;
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}
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@ -1,28 +0,0 @@
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uniform sampler2D tex;
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uniform int hastex;
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uniform float objectid;
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in vec3 nor;
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in vec2 uv0;
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in vec2 uv1;
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out vec4 Albedo;
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out vec4 NormalDepth;
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out vec4 Specular;
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void main() {
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//if (hastex != 0) {
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vec4 col = texture(tex, uv0);
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if (col.a < 0.5)
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discard;
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Albedo = vec4(col.xyz, 1.);
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//} else {
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// Albedo = gl_Color;
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//}
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NormalDepth = vec4(0.5 * normalize(nor) + 0.5, gl_FragCoord.z);
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Specular = vec4(1. - col.a);
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}
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