mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2025-02-24 04:31:35 +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
|
@ -385,10 +385,6 @@ alias_shadow_src = $(vkshaderpath)/alias_shadow.vert
|
|||
alias_shadow_c = $(vkshaderpath)/alias_shadow.vert.spvc
|
||||
iqmv_src = $(vkshaderpath)/iqm.vert
|
||||
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_c = $(vkshaderpath)/iqm_shadow.vert.spvc
|
||||
output_src = $(vkshaderpath)/output.frag
|
||||
|
@ -493,10 +489,6 @@ $(alias_shadow_c): $(alias_shadow_src)
|
|||
|
||||
$(iqmv_c): $(iqmv_src) $(matrices_h)
|
||||
|
||||
$(iqmf_c): $(iqmf_src)
|
||||
|
||||
$(iqm_fwd_c): $(iqm_fwd_src)
|
||||
|
||||
$(iqm_shadow_c): $(iqm_shadow_src)
|
||||
|
||||
$(output_c): $(output_src) $(matrices_h)
|
||||
|
@ -561,8 +553,6 @@ vkshader_c = \
|
|||
$(qskin_gbuf_c) \
|
||||
$(alias_shadow_c) \
|
||||
$(iqmv_c) \
|
||||
$(iqmf_c) \
|
||||
$(iqm_fwd_c) \
|
||||
$(iqm_shadow_c) \
|
||||
$(output_c) \
|
||||
$(passthrough_c) \
|
||||
|
@ -662,8 +652,6 @@ EXTRA_DIST += \
|
|||
$(qskin_gbuf_src) \
|
||||
$(alias_shadow_src) \
|
||||
$(iqmv_src) \
|
||||
$(iqmf_src) \
|
||||
$(iqm_fwd_src) \
|
||||
$(iqm_shadow_src) \
|
||||
$(iqm_shadow_src) \
|
||||
$(output_src) \
|
||||
|
|
|
@ -129,10 +129,6 @@ static
|
|||
static
|
||||
#include "libs/video/renderer/vulkan/shader/iqm.vert.spvc"
|
||||
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"
|
||||
static
|
||||
#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) },
|
||||
{ "alias_shadow.vert", alias_shadow_vert, sizeof (alias_shadow_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) },
|
||||
{ "output.frag", output_frag, sizeof (output_frag) },
|
||||
{ "passthrough.vert", passthrough_vert, sizeof (passthrough_vert) },
|
||||
|
|
|
@ -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);
|
||||
}
|
|
@ -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;
|
||||
}
|
Loading…
Reference in a new issue