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https://git.code.sf.net/p/quake/quakeforge
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[vulkan] Remove superfluous glyph fragment shader
The main reason I had created in the first place was I hadn't thought of using image view swizzles to handle coverage-alpha textures (for monochrome glyphs), and for whatever reason also had the texture in a different binding slot to the twod fragment shader. With both issues out of the way, there's no reason to have an almost identical (just some naming) shader just for glyphs.
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37b6d4da7e
commit
3da90b612f
4 changed files with 2 additions and 27 deletions
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@ -285,8 +285,6 @@ slice_src = $(vkshaderpath)/slice.vert
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slice_c = $(vkshaderpath)/slice.vert.spvc
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glyphv_src = $(vkshaderpath)/glyph.vert
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glyphv_c = $(vkshaderpath)/glyph.vert.spvc
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glyphf_src = $(vkshaderpath)/glyph.frag
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glyphf_c = $(vkshaderpath)/glyph.frag.spvc
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linev_src = $(vkshaderpath)/line.vert
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linev_c = $(vkshaderpath)/line.vert.spvc
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linef_src = $(vkshaderpath)/line.frag
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@ -373,7 +371,6 @@ waterwarp_c = $(vkshaderpath)/waterwarp.frag.spvc
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$(slice_vert_c): $(slice_vert_src) $(matrices_h)
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$(glyphv_c): $(glyphv_src) $(matrices_h)
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$(glyphf_c): $(glyphf_src)
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$(linev_c): $(linev_src) $(matrices_h)
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$(linef_c): $(linef_src)
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@ -449,7 +446,6 @@ $(waterwarp_c): $(waterwarp_src) $(matrices_h)
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vkshader_c = \
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$(slice_c) \
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$(glyphv_c) \
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$(glyphf_c) \
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$(linev_c) \
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$(linef_c) \
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$(partphysicsc_c) \
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@ -535,7 +531,6 @@ EXTRA_DIST += \
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$(entity_h) \
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$(slice_src) \
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$(glyphv_src) \
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$(glyphf_src) \
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$(linev_src) \
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$(linef_src) \
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$(partphysicsc_src) \
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@ -1190,7 +1190,7 @@
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subpass = 0;
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stages = (
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{ stage = vertex; name = main; module = $builtin/slice.vert; },
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{ stage = fragment; name = main; module = $builtin/glyph.frag; },
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{ stage = fragment; name = main; module = $builtin/twod.frag; },
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);
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vertexInput = $properties.vertexInput.slice;
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inputAssembly = {
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@ -1211,7 +1211,7 @@
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subpass = 0;
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stages = (
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{ stage = vertex; name = main; module = $builtin/glyph.vert; },
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{ stage = fragment; name = main; module = $builtin/glyph.frag; },
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{ stage = fragment; name = main; module = $builtin/twod.frag; },
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);
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vertexInput = $properties.vertexInput.glyph;
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inputAssembly = {
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@ -43,8 +43,6 @@ static
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static
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#include "libs/video/renderer/vulkan/shader/glyph.vert.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/glyph.frag.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/line.vert.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/line.frag.spvc"
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@ -130,7 +128,6 @@ typedef struct shaderdata_s {
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static shaderdata_t builtin_shaders[] = {
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{ "slice.vert", slice_vert, sizeof (slice_vert) },
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{ "glyph.vert", glyph_vert, sizeof (glyph_vert) },
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{ "glyph.frag", glyph_frag, sizeof (glyph_frag) },
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{ "line.vert", line_vert, sizeof (line_vert) },
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{ "line.frag", line_frag, sizeof (line_frag) },
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{ "particle.vert", particle_vert, sizeof (particle_vert) },
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@ -1,17 +0,0 @@
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#version 450
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layout (set = 1, binding = 0) uniform sampler2D Texture;
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layout (location = 0) in vec2 uv;
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layout (location = 1) in vec4 color;
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layout (location = 0) out vec4 frag_color;
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void
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main (void)
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{
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vec4 pix;
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pix = texture (Texture, uv);
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frag_color = pix * color;
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}
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