Remove unused shader files

This commit is contained in:
DBotThePony 2023-09-22 16:13:02 +07:00
parent 8d32daa840
commit 4c39ff2069
Signed by: DBot
GPG Key ID: DCC23B5715498507
15 changed files with 2 additions and 180 deletions

View File

@ -107,7 +107,7 @@ class StarboundClient : Closeable {
var viewportTopRight = Vector2d()
private set
var fullbright = false
var fullbright = true
var clientTerminated = false
private set
@ -777,7 +777,7 @@ class StarboundClient : Closeable {
texture2D = viewportLightingTexture
activeTexture = 0
val lightmapUV = Vector4f(
val lightmapUV = if (fullbright) Vector4f.ZERO else Vector4f(
((viewportBottomLeft.x - viewportCellX) / viewportLighting.width).toFloat(),
((viewportBottomLeft.y - viewportCellY) / viewportLighting.height).toFloat(),
(1f - (viewportCellX + viewportCellWidth - viewportTopRight.x) / viewportLighting.width).toFloat(),

View File

@ -1,10 +0,0 @@
#version 330
in vec4 finalVertexColor;
out vec4 color;
void main() {
color = finalVertexColor;
}

View File

@ -1,13 +0,0 @@
#version 330
layout (location = 0) in vec2 vertexPos;
layout (location = 1) in vec4 vertexColor;
uniform mat4 transform;
out vec4 finalVertexColor;
void main() {
gl_Position = transform * vec4(vertexPos, 0.5, 1.0);
finalVertexColor = vertexColor;
}

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@ -1,12 +0,0 @@
#version 330
in vec2 uv_out;
out vec4 color_out;
uniform sampler2D texture0;
uniform vec4 color;
void main() {
color_out = color * texture(texture0, uv_out).r;
}

View File

@ -1,14 +0,0 @@
#version 330
layout (location = 0) in vec2 pos;
layout (location = 1) in vec2 uv_in;
out vec2 uv_out;
uniform mat4 transform;
void main() {
uv_out = uv_in;
gl_Position = transform * vec4(pos, 0.0, 1.0);
}

View File

@ -1,9 +0,0 @@
#version 330
uniform vec4 colorMultiplier;
out vec4 colorResult;
void main() {
colorResult = colorMultiplier;
}

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@ -1,11 +0,0 @@
#version 330
uniform vec4 colorMultiplier;
in vec4 vertexColor;
out vec4 colorResult;
void main() {
colorResult = vertexColor * colorMultiplier;
}

View File

@ -1,13 +0,0 @@
#version 330
uniform sampler2D texture0;
in vec2 uv_out;
out vec4 color_out;
void main() {
vec4 texel = texture(texture0, uv_out);
color_out = texel;
}

View File

@ -1,13 +0,0 @@
#version 330
uniform sampler2D texture0;
uniform vec4 color;
in vec2 uv_out;
out vec4 color_out;
void main() {
vec4 texel = texture(texture0, uv_out);
color_out = texel * color;
}

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@ -1,11 +0,0 @@
#version 330
in vec2 oUVCoords;
out vec4 resultColor;
uniform vec4 baselineColor;
void main() {
resultColor = vec4(baselineColor.rgb * smoothstep(0.0, 1.0, 1.0 - sqrt(pow(oUVCoords.x - 0.5, 2.0) + pow(oUVCoords.y - 0.5, 2.0)) * 2.0), baselineColor.a);
}

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@ -1,15 +0,0 @@
#version 330
layout (location = 0) in vec2 vertexPos;
layout (location = 1) in vec2 uvCoords;
out vec2 oUVCoords;
uniform mat3 transform;
void main() {
vec3 result = transform * vec3(vertexPos, 1.0);
gl_Position = vec4(result.x, result.y, 0.0, result.z);
oUVCoords = uvCoords;
}

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@ -1,13 +0,0 @@
#version 330
layout (location = 0) in vec2 pos;
layout (location = 1) in vec2 uv_in;
out vec2 uv_out;
uniform mat4 transform;
void main() {
uv_out = uv_in;
gl_Position = transform * vec4(pos, 1.0, 1.0);
}

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@ -1,13 +0,0 @@
#version 330
layout (location = 0) in vec2 pos;
uniform mat3 viewMatrix; // projection (viewport) + camera
uniform mat3 worldMatrix; // matrix stack
uniform mat3 modelMatrix; // local transformations
void main() {
vec3 result = viewMatrix * worldMatrix * modelMatrix * vec3(pos, 1.0);
gl_Position = vec4(result.x, result.y, 0.0, result.z);
}

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@ -1,18 +0,0 @@
#version 330
layout (location = 0) in vec2 pos;
layout (location = 1) in vec4 color;
uniform mat3 viewMatrix; // projection (viewport) + camera
uniform mat3 worldMatrix; // matrix stack
uniform mat3 modelMatrix; // local transformations
out vec4 vertexColor;
void main() {
vec3 result = viewMatrix * worldMatrix * modelMatrix * vec3(pos, 1.0);
gl_Position = vec4(result.x, result.y, 0.0, result.z);
vertexColor = color;
}

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@ -1,13 +0,0 @@
#version 330
layout (location = 0) in vec3 pos;
layout (location = 1) in vec2 uv_in;
out vec2 uv_out;
uniform mat4 transform;
void main() {
uv_out = uv_in;
gl_Position = transform * vec4(pos, 1.0);
}