remove unused gaussian shader
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@@ -26,7 +26,6 @@
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#include <mbgl/shader/raster_shader.hpp>
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#include <mbgl/shader/sdf_shader.hpp>
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#include <mbgl/shader/dot_shader.hpp>
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#include <mbgl/shader/gaussian_shader.hpp>
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#include <mbgl/shader/box_shader.hpp>
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#include <mbgl/util/constants.hpp>
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@@ -67,7 +66,6 @@ void Painter::setup() {
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assert(sdfGlyphShader);
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assert(sdfIconShader);
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assert(dotShader);
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assert(gaussianShader);
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// Blending
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@@ -101,7 +99,6 @@ void Painter::setupShaders() {
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if (!sdfGlyphShader) sdfGlyphShader = std::make_unique<SDFGlyphShader>();
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if (!sdfIconShader) sdfIconShader = std::make_unique<SDFIconShader>();
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if (!dotShader) dotShader = std::make_unique<DotShader>();
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if (!gaussianShader) gaussianShader = std::make_unique<GaussianShader>();
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if (!collisionBoxShader) collisionBoxShader = std::make_unique<CollisionBoxShader>();
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}
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@@ -56,7 +56,6 @@ class RasterShader;
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class SDFGlyphShader;
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class SDFIconShader;
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class DotShader;
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class GaussianShader;
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class CollisionBoxShader;
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struct ClipID;
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@@ -227,7 +226,6 @@ public:
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std::unique_ptr<SDFGlyphShader> sdfGlyphShader;
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std::unique_ptr<SDFIconShader> sdfIconShader;
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std::unique_ptr<DotShader> dotShader;
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std::unique_ptr<GaussianShader> gaussianShader;
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std::unique_ptr<CollisionBoxShader> collisionBoxShader;
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StaticVertexBuffer backgroundBuffer = {
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@@ -252,7 +250,6 @@ public:
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VertexArrayObject coveringPlainArray;
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VertexArrayObject coveringRasterArray;
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VertexArrayObject coveringGaussianArray;
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// Set up the tile boundary lines we're using to draw the tile outlines.
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StaticVertexBuffer tileBorderBuffer = {
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@@ -1,11 +0,0 @@
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uniform sampler2D u_image;
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varying vec2 v_coords[3];
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void main() {
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vec4 sum = vec4(0.0);
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sum += texture2D(u_image, v_coords[0]) * 0.40261994689424746;
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sum += texture2D(u_image, v_coords[1]) * 0.2986900265528763;
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sum += texture2D(u_image, v_coords[2]) * 0.2986900265528763;
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gl_FragColor = sum;
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}
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@@ -1,15 +0,0 @@
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attribute vec2 a_pos;
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uniform mat4 u_matrix;
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uniform vec2 u_offset;
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varying vec2 v_coords[3];
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void main() {
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gl_Position = u_matrix * vec4(a_pos, 0, 1);
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vec2 tex = gl_Position.xy / 2.0 + 0.5;
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v_coords[0] = tex;
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v_coords[1] = tex + u_offset * 1.1824255238063563;
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v_coords[2] = tex - u_offset * 1.1824255238063563;
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}
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@@ -1,21 +0,0 @@
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#include <mbgl/shader/gaussian_shader.hpp>
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#include <mbgl/shader/shaders.hpp>
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#include <mbgl/platform/gl.hpp>
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#include <cstdio>
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using namespace mbgl;
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GaussianShader::GaussianShader()
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: Shader(
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"gaussian",
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shaders[GAUSSIAN_SHADER].vertex,
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shaders[GAUSSIAN_SHADER].fragment
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) {
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a_pos = MBGL_CHECK_ERROR(glGetAttribLocation(program, "a_pos"));
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}
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void GaussianShader::bind(char *offset) {
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MBGL_CHECK_ERROR(glEnableVertexAttribArray(a_pos));
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MBGL_CHECK_ERROR(glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset));
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}
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@@ -1,25 +0,0 @@
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#ifndef MBGL_RENDERER_SHADER_GAUSSIAN
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#define MBGL_RENDERER_SHADER_GAUSSIAN
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#include <mbgl/shader/shader.hpp>
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#include <mbgl/shader/uniform.hpp>
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namespace mbgl {
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class GaussianShader : public Shader {
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public:
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GaussianShader();
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void bind(char *offset);
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UniformMatrix<4> u_matrix = {"u_matrix", *this};
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Uniform<std::array<float, 2>> u_offset = {"u_offset", *this};
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Uniform<int32_t> u_image = {"u_image", *this};
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private:
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int32_t a_pos = -1;
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};
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}
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#endif
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