Shadergen: Remove unused vertex shader code
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@@ -72,11 +72,6 @@ std::string FragmentGenerator::getDefaultVertexShader() {
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out float gl_ClipDistance[2];
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out float gl_ClipDistance[2];
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#endif
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#endif
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vec4 abgr8888ToVec4(uint abgr) {
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const float scale = 1.0 / 255.0;
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return scale * vec4(float(abgr & 0xffu), float((abgr >> 8) & 0xffu), float((abgr >> 16) & 0xffu), float(abgr >> 24));
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}
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void main() {
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void main() {
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gl_Position = a_coords;
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gl_Position = a_coords;
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vec4 colourAbs = abs(a_vertexColour);
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vec4 colourAbs = abs(a_vertexColour);
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@@ -677,4 +672,4 @@ void FragmentGenerator::compileFog(std::string& shader, const PICA::FragmentConf
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shader += "vec2 value = texelFetch(u_tex_luts, ivec2(int(clamped_index), 24), 0).rg;"; // fog LUT is past the light LUTs
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shader += "vec2 value = texelFetch(u_tex_luts, ivec2(int(clamped_index), 24), 0).rg;"; // fog LUT is past the light LUTs
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shader += "float fog_factor = clamp(value.r + value.g * delta, 0.0, 1.0);";
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shader += "float fog_factor = clamp(value.r + value.g * delta, 0.0, 1.0);";
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shader += "combinerOutput.rgb = mix(fog_color, combinerOutput.rgb, fog_factor);";
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shader += "combinerOutput.rgb = mix(fog_color, combinerOutput.rgb, fog_factor);";
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}
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}
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