mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2025-02-24 12:42:32 +00:00
[vulkan] Remove the iqm fragment shaders
Really, they should never have existed, because iqm is a mesh format, not a material spec (it just names materials used for the meshes).
This commit is contained in:
parent
8f20638cd9
commit
bf50248e34
4 changed files with 0 additions and 96 deletions
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@ -385,10 +385,6 @@ alias_shadow_src = $(vkshaderpath)/alias_shadow.vert
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alias_shadow_c = $(vkshaderpath)/alias_shadow.vert.spvc
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alias_shadow_c = $(vkshaderpath)/alias_shadow.vert.spvc
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iqmv_src = $(vkshaderpath)/iqm.vert
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iqmv_src = $(vkshaderpath)/iqm.vert
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iqmv_c = $(vkshaderpath)/iqm.vert.spvc
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iqmv_c = $(vkshaderpath)/iqm.vert.spvc
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iqmf_src = $(vkshaderpath)/iqm.frag
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iqmf_c = $(vkshaderpath)/iqm.frag.spvc
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iqm_fwd_src = $(vkshaderpath)/iqm_fwd.frag
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iqm_fwd_c = $(vkshaderpath)/iqm_fwd.frag.spvc
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iqm_shadow_src = $(vkshaderpath)/iqm_shadow.vert
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iqm_shadow_src = $(vkshaderpath)/iqm_shadow.vert
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iqm_shadow_c = $(vkshaderpath)/iqm_shadow.vert.spvc
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iqm_shadow_c = $(vkshaderpath)/iqm_shadow.vert.spvc
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output_src = $(vkshaderpath)/output.frag
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output_src = $(vkshaderpath)/output.frag
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@ -493,10 +489,6 @@ $(alias_shadow_c): $(alias_shadow_src)
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$(iqmv_c): $(iqmv_src) $(matrices_h)
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$(iqmv_c): $(iqmv_src) $(matrices_h)
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$(iqmf_c): $(iqmf_src)
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$(iqm_fwd_c): $(iqm_fwd_src)
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$(iqm_shadow_c): $(iqm_shadow_src)
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$(iqm_shadow_c): $(iqm_shadow_src)
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$(output_c): $(output_src) $(matrices_h)
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$(output_c): $(output_src) $(matrices_h)
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@ -561,8 +553,6 @@ vkshader_c = \
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$(qskin_gbuf_c) \
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$(qskin_gbuf_c) \
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$(alias_shadow_c) \
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$(alias_shadow_c) \
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$(iqmv_c) \
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$(iqmv_c) \
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$(iqmf_c) \
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$(iqm_fwd_c) \
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$(iqm_shadow_c) \
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$(iqm_shadow_c) \
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$(output_c) \
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$(output_c) \
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$(passthrough_c) \
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$(passthrough_c) \
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@ -662,8 +652,6 @@ EXTRA_DIST += \
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$(qskin_gbuf_src) \
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$(qskin_gbuf_src) \
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$(alias_shadow_src) \
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$(alias_shadow_src) \
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$(iqmv_src) \
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$(iqmv_src) \
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$(iqmf_src) \
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$(iqm_fwd_src) \
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$(iqm_shadow_src) \
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$(iqm_shadow_src) \
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$(iqm_shadow_src) \
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$(iqm_shadow_src) \
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$(output_src) \
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$(output_src) \
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@ -129,10 +129,6 @@ static
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static
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static
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#include "libs/video/renderer/vulkan/shader/iqm.vert.spvc"
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#include "libs/video/renderer/vulkan/shader/iqm.vert.spvc"
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static
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static
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#include "libs/video/renderer/vulkan/shader/iqm.frag.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/iqm_fwd.frag.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/iqm_shadow.vert.spvc"
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#include "libs/video/renderer/vulkan/shader/iqm_shadow.vert.spvc"
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static
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static
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#include "libs/video/renderer/vulkan/shader/output.frag.spvc"
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#include "libs/video/renderer/vulkan/shader/output.frag.spvc"
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@ -205,8 +201,6 @@ static shaderdata_t builtin_shaders[] = {
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{ "qskin_gbuf.frag", qskin_gbuf_frag, sizeof (qskin_gbuf_frag) },
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{ "qskin_gbuf.frag", qskin_gbuf_frag, sizeof (qskin_gbuf_frag) },
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{ "alias_shadow.vert", alias_shadow_vert, sizeof (alias_shadow_vert) },
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{ "alias_shadow.vert", alias_shadow_vert, sizeof (alias_shadow_vert) },
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{ "iqm.vert", iqm_vert, sizeof (iqm_vert) },
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{ "iqm.vert", iqm_vert, sizeof (iqm_vert) },
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{ "iqm.frag", iqm_frag, sizeof (iqm_frag) },
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{ "iqm_fwd.frag", iqm_fwd_frag, sizeof (iqm_fwd_frag) },
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{ "iqm_shadow.vert", iqm_shadow_vert, sizeof (iqm_shadow_vert) },
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{ "iqm_shadow.vert", iqm_shadow_vert, sizeof (iqm_shadow_vert) },
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{ "output.frag", output_frag, sizeof (output_frag) },
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{ "output.frag", output_frag, sizeof (output_frag) },
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{ "passthrough.vert", passthrough_vert, sizeof (passthrough_vert) },
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{ "passthrough.vert", passthrough_vert, sizeof (passthrough_vert) },
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@ -1,48 +0,0 @@
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#version 450
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layout (set = 2, binding = 0) uniform sampler2D Skin;
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layout (push_constant) uniform PushConstants {
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layout (offset = 72)
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uint colorA;
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uint colorB;
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vec4 base_color;
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vec4 fog;
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};
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layout (location = 0) in vec2 texcoord;
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layout (location = 1) in vec4 position;
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layout (location = 2) in vec3 fnormal;
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layout (location = 3) in vec3 ftangent;
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layout (location = 4) in vec3 fbitangent;
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layout (location = 5) in vec4 color;
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layout (location = 0) out vec4 frag_color;
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layout (location = 1) out vec4 frag_emission;
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layout (location = 2) out vec4 frag_normal;
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layout (location = 3) out vec4 frag_position;
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void
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main (void)
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{
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vec4 c;
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vec4 e;
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//vec3 n;
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int i;
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vec3 normal = normalize (fnormal);
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//vec3 tangent = normalize (ftangent);
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//vec3 bitangent = normalize (fbitangent);
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//mat3 tbn = mat3 (tangent, bitangent, normal);
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c = texture (Skin, texcoord);// * color;
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//c = texture (Skin, vec3 (texcoord, 0)) * color;
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//c += texture (Skin, vec3 (texcoord, 1)) * unpackUnorm4x8(colorA);
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//c += texture (Skin, vec3 (texcoord, 2)) * unpackUnorm4x8(colorB);
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//e = texture (Skin, vec3 (texcoord, 3));
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//n = texture (Skin, vec3 (texcoord, 4)).xyz * 2 - 1;
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frag_color = c;
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frag_emission = vec4(0,0,0,1);//e;
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frag_normal = vec4(normal,1);//vec4(tbn * n, 1);
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frag_position = vec4 (position.xyz, gl_FragCoord.z);
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}
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@ -1,30 +0,0 @@
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#version 450
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layout (set = 2, binding = 0) uniform sampler2D Skin;
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layout (push_constant) uniform PushConstants {
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layout (offset = 72)
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uint colorA;
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uint colorB;
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vec4 base_color;
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vec4 fog;
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};
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layout (location = 0) in vec2 texcoord;
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layout (location = 1) in vec4 position;
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layout (location = 2) in vec3 fnormal;
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layout (location = 3) in vec3 ftangent;
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layout (location = 4) in vec3 fbitangent;
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layout (location = 5) 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 c;
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c = texture (Skin, texcoord);// * color;
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frag_color = c;
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}
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