[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:
Bill Currie 2024-01-23 14:45:50 +09:00
parent 8f20638cd9
commit bf50248e34
4 changed files with 0 additions and 96 deletions

View file

@ -385,10 +385,6 @@ alias_shadow_src = $(vkshaderpath)/alias_shadow.vert
alias_shadow_c = $(vkshaderpath)/alias_shadow.vert.spvc alias_shadow_c = $(vkshaderpath)/alias_shadow.vert.spvc
iqmv_src = $(vkshaderpath)/iqm.vert iqmv_src = $(vkshaderpath)/iqm.vert
iqmv_c = $(vkshaderpath)/iqm.vert.spvc iqmv_c = $(vkshaderpath)/iqm.vert.spvc
iqmf_src = $(vkshaderpath)/iqm.frag
iqmf_c = $(vkshaderpath)/iqm.frag.spvc
iqm_fwd_src = $(vkshaderpath)/iqm_fwd.frag
iqm_fwd_c = $(vkshaderpath)/iqm_fwd.frag.spvc
iqm_shadow_src = $(vkshaderpath)/iqm_shadow.vert iqm_shadow_src = $(vkshaderpath)/iqm_shadow.vert
iqm_shadow_c = $(vkshaderpath)/iqm_shadow.vert.spvc iqm_shadow_c = $(vkshaderpath)/iqm_shadow.vert.spvc
output_src = $(vkshaderpath)/output.frag output_src = $(vkshaderpath)/output.frag
@ -493,10 +489,6 @@ $(alias_shadow_c): $(alias_shadow_src)
$(iqmv_c): $(iqmv_src) $(matrices_h) $(iqmv_c): $(iqmv_src) $(matrices_h)
$(iqmf_c): $(iqmf_src)
$(iqm_fwd_c): $(iqm_fwd_src)
$(iqm_shadow_c): $(iqm_shadow_src) $(iqm_shadow_c): $(iqm_shadow_src)
$(output_c): $(output_src) $(matrices_h) $(output_c): $(output_src) $(matrices_h)
@ -561,8 +553,6 @@ vkshader_c = \
$(qskin_gbuf_c) \ $(qskin_gbuf_c) \
$(alias_shadow_c) \ $(alias_shadow_c) \
$(iqmv_c) \ $(iqmv_c) \
$(iqmf_c) \
$(iqm_fwd_c) \
$(iqm_shadow_c) \ $(iqm_shadow_c) \
$(output_c) \ $(output_c) \
$(passthrough_c) \ $(passthrough_c) \
@ -662,8 +652,6 @@ EXTRA_DIST += \
$(qskin_gbuf_src) \ $(qskin_gbuf_src) \
$(alias_shadow_src) \ $(alias_shadow_src) \
$(iqmv_src) \ $(iqmv_src) \
$(iqmf_src) \
$(iqm_fwd_src) \
$(iqm_shadow_src) \ $(iqm_shadow_src) \
$(iqm_shadow_src) \ $(iqm_shadow_src) \
$(output_src) \ $(output_src) \

View file

@ -129,10 +129,6 @@ static
static static
#include "libs/video/renderer/vulkan/shader/iqm.vert.spvc" #include "libs/video/renderer/vulkan/shader/iqm.vert.spvc"
static static
#include "libs/video/renderer/vulkan/shader/iqm.frag.spvc"
static
#include "libs/video/renderer/vulkan/shader/iqm_fwd.frag.spvc"
static
#include "libs/video/renderer/vulkan/shader/iqm_shadow.vert.spvc" #include "libs/video/renderer/vulkan/shader/iqm_shadow.vert.spvc"
static static
#include "libs/video/renderer/vulkan/shader/output.frag.spvc" #include "libs/video/renderer/vulkan/shader/output.frag.spvc"
@ -205,8 +201,6 @@ static shaderdata_t builtin_shaders[] = {
{ "qskin_gbuf.frag", qskin_gbuf_frag, sizeof (qskin_gbuf_frag) }, { "qskin_gbuf.frag", qskin_gbuf_frag, sizeof (qskin_gbuf_frag) },
{ "alias_shadow.vert", alias_shadow_vert, sizeof (alias_shadow_vert) }, { "alias_shadow.vert", alias_shadow_vert, sizeof (alias_shadow_vert) },
{ "iqm.vert", iqm_vert, sizeof (iqm_vert) }, { "iqm.vert", iqm_vert, sizeof (iqm_vert) },
{ "iqm.frag", iqm_frag, sizeof (iqm_frag) },
{ "iqm_fwd.frag", iqm_fwd_frag, sizeof (iqm_fwd_frag) },
{ "iqm_shadow.vert", iqm_shadow_vert, sizeof (iqm_shadow_vert) }, { "iqm_shadow.vert", iqm_shadow_vert, sizeof (iqm_shadow_vert) },
{ "output.frag", output_frag, sizeof (output_frag) }, { "output.frag", output_frag, sizeof (output_frag) },
{ "passthrough.vert", passthrough_vert, sizeof (passthrough_vert) }, { "passthrough.vert", passthrough_vert, sizeof (passthrough_vert) },

View file

@ -1,48 +0,0 @@
#version 450
layout (set = 2, binding = 0) uniform sampler2D Skin;
layout (push_constant) uniform PushConstants {
layout (offset = 72)
uint colorA;
uint colorB;
vec4 base_color;
vec4 fog;
};
layout (location = 0) in vec2 texcoord;
layout (location = 1) in vec4 position;
layout (location = 2) in vec3 fnormal;
layout (location = 3) in vec3 ftangent;
layout (location = 4) in vec3 fbitangent;
layout (location = 5) in vec4 color;
layout (location = 0) out vec4 frag_color;
layout (location = 1) out vec4 frag_emission;
layout (location = 2) out vec4 frag_normal;
layout (location = 3) out vec4 frag_position;
void
main (void)
{
vec4 c;
vec4 e;
//vec3 n;
int i;
vec3 normal = normalize (fnormal);
//vec3 tangent = normalize (ftangent);
//vec3 bitangent = normalize (fbitangent);
//mat3 tbn = mat3 (tangent, bitangent, normal);
c = texture (Skin, texcoord);// * color;
//c = texture (Skin, vec3 (texcoord, 0)) * color;
//c += texture (Skin, vec3 (texcoord, 1)) * unpackUnorm4x8(colorA);
//c += texture (Skin, vec3 (texcoord, 2)) * unpackUnorm4x8(colorB);
//e = texture (Skin, vec3 (texcoord, 3));
//n = texture (Skin, vec3 (texcoord, 4)).xyz * 2 - 1;
frag_color = c;
frag_emission = vec4(0,0,0,1);//e;
frag_normal = vec4(normal,1);//vec4(tbn * n, 1);
frag_position = vec4 (position.xyz, gl_FragCoord.z);
}

View file

@ -1,30 +0,0 @@
#version 450
layout (set = 2, binding = 0) uniform sampler2D Skin;
layout (push_constant) uniform PushConstants {
layout (offset = 72)
uint colorA;
uint colorB;
vec4 base_color;
vec4 fog;
};
layout (location = 0) in vec2 texcoord;
layout (location = 1) in vec4 position;
layout (location = 2) in vec3 fnormal;
layout (location = 3) in vec3 ftangent;
layout (location = 4) in vec3 fbitangent;
layout (location = 5) in vec4 color;
layout (location = 0) out vec4 frag_color;
void
main (void)
{
vec4 c;
c = texture (Skin, texcoord);// * color;
frag_color = c;
}