diff --git a/libs/video/renderer/glsl/Makefile.am b/libs/video/renderer/glsl/Makefile.am index 2afb4ccd2..34108e9d4 100644 --- a/libs/video/renderer/glsl/Makefile.am +++ b/libs/video/renderer/glsl/Makefile.am @@ -6,12 +6,11 @@ AM_CPPFLAGS= -I$(top_srcdir)/include $(GLX_CFLAGS) shader_src= quakeforge.glsl \ iqm.frag iqm.vert \ quake2d.frag quakeico.vert \ - quakespr.frag quakespr.vert \ - quaketxt.vert + quakespr.frag quakespr.vert shader_gen= quakeforge.slc \ iqm.fc iqm.vc \ quake2d.fc quakeico.vc \ - quakespr.fc quakespr.vc quaketxt.vc + quakespr.fc quakespr.vc glsl_src = \ glsl_alias.c glsl_bsp.c glsl_draw.c glsl_fog.c glsl_iqm.c glsl_lightmap.c \ diff --git a/libs/video/renderer/glsl/glsl_draw.c b/libs/video/renderer/glsl/glsl_draw.c index 9be2635cc..a42bc9370 100644 --- a/libs/video/renderer/glsl/glsl_draw.c +++ b/libs/video/renderer/glsl/glsl_draw.c @@ -76,10 +76,6 @@ static const char quakeicon_vert[] = #include "quakeico.vc" ; -static const char quaketext_vert[] = -#include "quaketxt.vc" -; - static const char quake2d_frag[] = #include "quake2d.fc" ; diff --git a/libs/video/renderer/glsl/quaketxt.vert b/libs/video/renderer/glsl/quaketxt.vert deleted file mode 100644 index 4c4c6f216..000000000 --- a/libs/video/renderer/glsl/quaketxt.vert +++ /dev/null @@ -1,49 +0,0 @@ -uniform mat4 mvp_mat; -/** Vertex position. - - x, y, cx, cy - - \a vertex provides the onscreen location at which to draw the character - (\a x, \a y) and which corner of the character cell this vertex - represents (\a cx, \a cy). \a cx and \a cy must be either 0 or 1, or - wierd things will happen with the character cell. -*/ -attribute vec4 vertex; - -/** Vectex color. - - r, g, b, a -*/ -attribute vec4 vcolor; - -/** The character to draw. - - The quake character map supports only 256 characters, 0-255. Any other - value will give interesting results. -*/ -attribute float dchar; - -/** Coordinate in character map texture. -*/ -varying vec4 color; -varying vec2 st; - -void -main (void) -{ - float row, col; - vec2 pos, corner, uv; - const vec2 inset = vec2 (0.03125, 0.03125); - const vec2 size = vec2 (0.0625, 0.0625); - - row = floor (dchar / 16.0); - col = mod (dchar, 16.0); - - pos = vertex.xy; - corner = vertex.zw; - uv = vec2 (col, row) + inset * (1.0 - 2.0 * corner) + corner; - uv *= size; - gl_Position = mvp_mat * vec4 (pos + corner * 8.0, 0.0, 1.0); - st = uv; - color = vcolor; -}