Remove the now obsolete hand-coded fragment program.
authorSteinar H. Gunderson <sgunderson@bigfoot.com>
Mon, 1 Oct 2012 18:40:35 +0000 (20:40 +0200)
committerSteinar H. Gunderson <sgunderson@bigfoot.com>
Mon, 1 Oct 2012 18:40:35 +0000 (20:40 +0200)
fs.glsl [deleted file]
main.cpp

diff --git a/fs.glsl b/fs.glsl
deleted file mode 100644 (file)
index 25f20db..0000000
--- a/fs.glsl
+++ /dev/null
@@ -1,61 +0,0 @@
-#version 120
-uniform sampler2D tex;
-varying vec2 tc;
-uniform vec3 lift, gain;
-uniform vec3 gain_pow_inv_gamma, inv_gamma_22;
-uniform float saturation;
-
-#if 0
-// if we have the lut
-uniform sampler1D srgb_tex, srgb_reverse_tex;
-vec3 to_linear(vec3 x) {
-       vec3 ret;
-       ret.r = texture1D(srgb_tex, x.r).x;
-       ret.g = texture1D(srgb_tex, x.g).x;
-       ret.b = texture1D(srgb_tex, x.b).x;
-       return ret;
-}
-vec3 from_linear(vec3 x) {
-       vec3 ret;
-       ret.r = texture1D(srgb_reverse_tex, x.r).x;
-       ret.g = texture1D(srgb_reverse_tex, x.g).x;
-       ret.b = texture1D(srgb_reverse_tex, x.b).x;
-       return ret;
-}
-#else
-// use arithmetic (slow)
-vec3 to_linear(vec3 x) {
-       vec3 a = x * vec3(1.0/12.92); 
-       vec3 b = pow((x + vec3(0.055)) * vec3(1.0/1.055), vec3(2.4));
-       vec3 f = vec3(greaterThan(x, vec3(0.04045)));
-       return mix(a, b, f); 
-} 
-vec3 from_linear(vec3 x) {
-       vec3 a = vec3(12.92) * x;
-       vec3 b = vec3(1.055) * pow(x, vec3(1.0/2.4)) - vec3(0.055);
-       vec3 f = vec3(greaterThan(x, vec3(0.0031308)));
-       return mix(a, b, f);
-}
-#endif
-
-void main()
-{
-       vec3 x = texture2D(tex, tc).rgb;
-       x = to_linear(x);
-
-       // do lift in nonlinear space (the others don't care)
-       x = pow(x, vec3(1.0/2.2));
-       x += lift * (vec3(1) - x);
-       x = pow(x, inv_gamma_22);
-       x *= gain_pow_inv_gamma;
-
-       // LMS correction
-//     x = colorMat * x;
-
-       // saturate/desaturate (in linear space)
-       float luminance = dot(x, vec3(0.2126, 0.7152, 0.0722));
-       x = mix(vec3(luminance), x, saturation);
-
-       gl_FragColor.rgb = from_linear(x);
-       gl_FragColor.a = 1.0f;
-}
index cdf4f61..0382bdb 100644 (file)
--- a/main.cpp
+++ b/main.cpp
@@ -241,23 +241,6 @@ int main(int argc, char **argv)
 
        make_hsv_wheel_texture();
 
-       int prog = glCreateProgram();
-       GLhandleARB vs_obj = compile_shader(read_file("vs.glsl"), GL_VERTEX_SHADER);
-       GLhandleARB fs_obj = compile_shader(read_file("fs.glsl"), GL_FRAGMENT_SHADER);
-       glAttachObjectARB(prog, vs_obj);
-       check_error();
-       glAttachObjectARB(prog, fs_obj);
-       check_error();
-       glLinkProgram(prog);
-       check_error();
-
-       GLchar info_log[4096];
-       GLsizei log_length = sizeof(info_log) - 1;
-       log_length = sizeof(info_log) - 1;
-       glGetProgramInfoLog(prog, log_length, &log_length, info_log);
-       info_log[log_length] = 0; 
-       printf("link: %s\n", info_log);
-
        struct timespec start, now;
        int frame = 0, screenshot = 0;
        clock_gettime(CLOCK_MONOTONIC, &start);