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https://git.code.sf.net/p/quake/quakeforge
synced 2025-03-21 01:41:10 +00:00
Remove the long dead text vertex shader.
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1d67f8f0c3
commit
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3 changed files with 2 additions and 56 deletions
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@ -6,12 +6,11 @@ AM_CPPFLAGS= -I$(top_srcdir)/include $(GLX_CFLAGS)
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shader_src= quakeforge.glsl \
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iqm.frag iqm.vert \
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quake2d.frag quakeico.vert \
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quakespr.frag quakespr.vert \
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quaketxt.vert
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quakespr.frag quakespr.vert
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shader_gen= quakeforge.slc \
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iqm.fc iqm.vc \
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quake2d.fc quakeico.vc \
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quakespr.fc quakespr.vc quaketxt.vc
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quakespr.fc quakespr.vc
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glsl_src = \
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glsl_alias.c glsl_bsp.c glsl_draw.c glsl_fog.c glsl_iqm.c glsl_lightmap.c \
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@ -76,10 +76,6 @@ static const char quakeicon_vert[] =
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#include "quakeico.vc"
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;
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static const char quaketext_vert[] =
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#include "quaketxt.vc"
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;
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static const char quake2d_frag[] =
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#include "quake2d.fc"
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;
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@ -1,49 +0,0 @@
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uniform mat4 mvp_mat;
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/** Vertex position.
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x, y, cx, cy
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\a vertex provides the onscreen location at which to draw the character
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(\a x, \a y) and which corner of the character cell this vertex
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represents (\a cx, \a cy). \a cx and \a cy must be either 0 or 1, or
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wierd things will happen with the character cell.
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*/
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attribute vec4 vertex;
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/** Vectex color.
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r, g, b, a
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*/
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attribute vec4 vcolor;
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/** The character to draw.
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The quake character map supports only 256 characters, 0-255. Any other
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value will give interesting results.
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*/
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attribute float dchar;
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/** Coordinate in character map texture.
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*/
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varying vec4 color;
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varying vec2 st;
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void
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main (void)
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{
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float row, col;
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vec2 pos, corner, uv;
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const vec2 inset = vec2 (0.03125, 0.03125);
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const vec2 size = vec2 (0.0625, 0.0625);
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row = floor (dchar / 16.0);
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col = mod (dchar, 16.0);
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pos = vertex.xy;
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corner = vertex.zw;
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uv = vec2 (col, row) + inset * (1.0 - 2.0 * corner) + corner;
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uv *= size;
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gl_Position = mvp_mat * vec4 (pos + corner * 8.0, 0.0, 1.0);
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st = uv;
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color = vcolor;
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}
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