remove unused gaussian shader

This commit is contained in:
Ansis Brammanis
2015-08-20 11:38:56 -04:00
parent d400fe0c91
commit 19d42acc84
6 changed files with 0 additions and 78 deletions

View File

@@ -26,7 +26,6 @@
#include <mbgl/shader/raster_shader.hpp>
#include <mbgl/shader/sdf_shader.hpp>
#include <mbgl/shader/dot_shader.hpp>
#include <mbgl/shader/gaussian_shader.hpp>
#include <mbgl/shader/box_shader.hpp>
#include <mbgl/util/constants.hpp>
@@ -67,7 +66,6 @@ void Painter::setup() {
assert(sdfGlyphShader);
assert(sdfIconShader);
assert(dotShader);
assert(gaussianShader);
// Blending
@@ -101,7 +99,6 @@ void Painter::setupShaders() {
if (!sdfGlyphShader) sdfGlyphShader = std::make_unique<SDFGlyphShader>();
if (!sdfIconShader) sdfIconShader = std::make_unique<SDFIconShader>();
if (!dotShader) dotShader = std::make_unique<DotShader>();
if (!gaussianShader) gaussianShader = std::make_unique<GaussianShader>();
if (!collisionBoxShader) collisionBoxShader = std::make_unique<CollisionBoxShader>();
}

View File

@@ -56,7 +56,6 @@ class RasterShader;
class SDFGlyphShader;
class SDFIconShader;
class DotShader;
class GaussianShader;
class CollisionBoxShader;
struct ClipID;
@@ -227,7 +226,6 @@ public:
std::unique_ptr<SDFGlyphShader> sdfGlyphShader;
std::unique_ptr<SDFIconShader> sdfIconShader;
std::unique_ptr<DotShader> dotShader;
std::unique_ptr<GaussianShader> gaussianShader;
std::unique_ptr<CollisionBoxShader> collisionBoxShader;
StaticVertexBuffer backgroundBuffer = {
@@ -252,7 +250,6 @@ public:
VertexArrayObject coveringPlainArray;
VertexArrayObject coveringRasterArray;
VertexArrayObject coveringGaussianArray;
// Set up the tile boundary lines we're using to draw the tile outlines.
StaticVertexBuffer tileBorderBuffer = {

View File

@@ -1,11 +0,0 @@
uniform sampler2D u_image;
varying vec2 v_coords[3];
void main() {
vec4 sum = vec4(0.0);
sum += texture2D(u_image, v_coords[0]) * 0.40261994689424746;
sum += texture2D(u_image, v_coords[1]) * 0.2986900265528763;
sum += texture2D(u_image, v_coords[2]) * 0.2986900265528763;
gl_FragColor = sum;
}

View File

@@ -1,15 +0,0 @@
attribute vec2 a_pos;
uniform mat4 u_matrix;
uniform vec2 u_offset;
varying vec2 v_coords[3];
void main() {
gl_Position = u_matrix * vec4(a_pos, 0, 1);
vec2 tex = gl_Position.xy / 2.0 + 0.5;
v_coords[0] = tex;
v_coords[1] = tex + u_offset * 1.1824255238063563;
v_coords[2] = tex - u_offset * 1.1824255238063563;
}

View File

@@ -1,21 +0,0 @@
#include <mbgl/shader/gaussian_shader.hpp>
#include <mbgl/shader/shaders.hpp>
#include <mbgl/platform/gl.hpp>
#include <cstdio>
using namespace mbgl;
GaussianShader::GaussianShader()
: Shader(
"gaussian",
shaders[GAUSSIAN_SHADER].vertex,
shaders[GAUSSIAN_SHADER].fragment
) {
a_pos = MBGL_CHECK_ERROR(glGetAttribLocation(program, "a_pos"));
}
void GaussianShader::bind(char *offset) {
MBGL_CHECK_ERROR(glEnableVertexAttribArray(a_pos));
MBGL_CHECK_ERROR(glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset));
}

View File

@@ -1,25 +0,0 @@
#ifndef MBGL_RENDERER_SHADER_GAUSSIAN
#define MBGL_RENDERER_SHADER_GAUSSIAN
#include <mbgl/shader/shader.hpp>
#include <mbgl/shader/uniform.hpp>
namespace mbgl {
class GaussianShader : public Shader {
public:
GaussianShader();
void bind(char *offset);
UniformMatrix<4> u_matrix = {"u_matrix", *this};
Uniform<std::array<float, 2>> u_offset = {"u_offset", *this};
Uniform<int32_t> u_image = {"u_image", *this};
private:
int32_t a_pos = -1;
};
}
#endif