aboutsummaryrefslogtreecommitdiffstats
path: root/shaders
diff options
context:
space:
mode:
Diffstat (limited to 'shaders')
-rw-r--r--shaders/header_330.glsl5
-rw-r--r--shaders/header_420.glsl5
-rw-r--r--shaders/rect.frag33
-rw-r--r--shaders/rect.vert35
4 files changed, 0 insertions, 78 deletions
diff --git a/shaders/header_330.glsl b/shaders/header_330.glsl
deleted file mode 100644
index bfe7a00..0000000
--- a/shaders/header_330.glsl
+++ /dev/null
@@ -1,5 +0,0 @@
-#version 330 core
-
-#define INTER(qualifiers)
-#define UBO(qualifiers) layout(std140)
-
diff --git a/shaders/header_420.glsl b/shaders/header_420.glsl
deleted file mode 100644
index 55fbe8a..0000000
--- a/shaders/header_420.glsl
+++ /dev/null
@@ -1,5 +0,0 @@
-#version 420 core
-
-#define INTER(qualifiers) layout(qualifiers)
-#define UBO(qualifiers) layout(std140, qualifiers)
-
diff --git a/shaders/rect.frag b/shaders/rect.frag
deleted file mode 100644
index ecec50d..0000000
--- a/shaders/rect.frag
+++ /dev/null
@@ -1,33 +0,0 @@
-/* The fragment shader uses the UV coordinates to calculate whether it is in
- the T, R, B, or L border. These are then mixed with the border color, and
- their inverse is mixed with the fill color, to calculate the fragment color.
- For example, if we are in the top border, then T=1, so the border mix factor
- TRBL=1, and the fill mix factor (1-TRBL) is 0.
-
- The use of pixel units here is handy because the border width can be
- specified precisely in pixels to draw sharp lines. The border width is just
- hardcoded, but could be made a uniform or vertex attribute easily enough. */
-
-INTER(location = 0) noperspective in vec2 f_uv;
-INTER(location = 1) noperspective in vec2 f_size;
-INTER(location = 2) noperspective in vec4 f_fillColor;
-
-layout(location = 0) out vec4 FragColor;
-
-void
-main()
-{
- const float borderWidth = 2.0;
-
- vec4 borderColor = f_fillColor + vec4(0.0, 0.4, 0.4, 0.0);
- float t = step(borderWidth, f_uv[1]);
- float r = step(borderWidth, f_size.x - f_uv[0]);
- float b = step(borderWidth, f_size.y - f_uv[1]);
- float l = step(borderWidth, f_uv[0]);
- float fillMix = t * r * b * l;
- float borderMix = 1.0 - fillMix;
- vec4 fill = fillMix * f_fillColor;
- vec4 border = borderMix * borderColor;
-
- FragColor = fill + border;
-}
diff --git a/shaders/rect.vert b/shaders/rect.vert
deleted file mode 100644
index 09f1917..0000000
--- a/shaders/rect.vert
+++ /dev/null
@@ -1,35 +0,0 @@
-/* The vertex shader is trivial, but forwards scaled UV coordinates (in pixels)
- to the fragment shader for drawing the border. */
-
-UBO(binding = 0) uniform UniformBufferObject
-{
- mat4 projection;
-} ubo;
-
-layout(location = 0) in vec2 v_position;
-layout(location = 1) in vec2 v_origin;
-layout(location = 2) in vec2 v_size;
-layout(location = 3) in vec4 v_fillColor;
-
-INTER(location = 0) noperspective out vec2 f_uv;
-INTER(location = 1) noperspective out vec2 f_size;
-INTER(location = 2) noperspective out vec4 f_fillColor;
-
-void
-main()
-{
- // clang-format off
- mat4 m = mat4(v_size[0], 0.0, 0.0, 0.0,
- 0.0, v_size[1], 0.0, 0.0,
- 0.0, 0.0, 1.0, 0.0,
- v_origin[0], v_origin[1], 0.0, 1.0);
- // clang-format on
-
- mat4 MVP = ubo.projection * m;
-
- f_uv = v_position * v_size;
- f_size = v_size;
- f_fillColor = v_fillColor;
-
- gl_Position = MVP * vec4(v_position, 0.0, 1.0);
-}