Some small cleanups after we got rid of GLSL 1.10; we can now unify 1.30 and ES 3...
authorSteinar H. Gunderson <sgunderson@bigfoot.com>
Sun, 4 Oct 2015 00:43:02 +0000 (02:43 +0200)
committerSteinar H. Gunderson <sgunderson@bigfoot.com>
Sun, 4 Oct 2015 00:43:02 +0000 (02:43 +0200)
effect_chain.cpp
footer.300es.frag [deleted file]
footer.frag [moved from footer.130.frag with 100% similarity]
texture1d.frag [deleted file]

index 751a6be..af0710e 100644 (file)
@@ -391,7 +391,7 @@ void EffectChain::compile_glsl_program(Phase *phase)
                        frag_shader_header += "#define YCBCR_ALSO_OUTPUT_RGBA 1\n";
                }
        }
-       frag_shader.append(read_version_dependent_file("footer", "frag"));
+       frag_shader.append(read_file("footer.frag"));
 
        // Collect uniforms from all effects and output them. Note that this needs
        // to happen after output_fragment_shader(), even though the uniforms come
diff --git a/footer.300es.frag b/footer.300es.frag
deleted file mode 100644 (file)
index 04c8e7c..0000000
+++ /dev/null
@@ -1,40 +0,0 @@
-#if YCBCR_OUTPUT_PLANAR
-out vec4 Y;
-out vec4 Cb;
-out vec4 Cr;
-#elif YCBCR_OUTPUT_SPLIT_Y_AND_CBCR
-out vec4 Y;
-out vec4 Chroma;
-#else
-out vec4 FragColor;
-#endif
-
-#if YCBCR_ALSO_OUTPUT_RGBA
-out vec4 RGBA;
-#endif
-
-void main()
-{
-#if YCBCR_ALSO_OUTPUT_RGBA
-       vec4 color[2] = INPUT(tc);
-       vec4 color0 = color[0];
-       vec4 color1 = color[1];
-#else
-       vec4 color0 = INPUT(tc);
-#endif
-
-#if YCBCR_OUTPUT_PLANAR
-       Y = color0.rrra;
-       Cb = color0.ggga;
-       Cr = color0.bbba;
-#elif YCBCR_OUTPUT_SPLIT_Y_AND_CBCR
-       Y = color0.rrra;
-       Chroma = color0.gbba;
-#else
-       FragColor = color0;
-#endif
-
-#if YCBCR_ALSO_OUTPUT_RGBA
-       RGBA = color1;
-#endif
-}
similarity index 100%
rename from footer.130.frag
rename to footer.frag
diff --git a/texture1d.frag b/texture1d.frag
deleted file mode 100644 (file)
index addf900..0000000
+++ /dev/null
@@ -1,11 +0,0 @@
-#ifdef GL_ES
-precision highp float;
-#endif
-
-uniform sampler2D tex;
-varying vec2 tc;
-
-void main()
-{
-       gl_FragColor = texture2D(tex, tc);  // Second component is irrelevant.
-}