Removed obsolete shaders
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65b5af9561
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4 changed files with 0 additions and 74 deletions
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@ -1,8 +0,0 @@
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#version 110
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uniform vec4 uniform_color;
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void main()
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{
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gl_FragColor = uniform_color;
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}
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@ -1,22 +0,0 @@
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#version 110
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uniform bool use_fixed_screen_size;
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uniform float zoom;
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uniform float point_size;
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uniform float near_plane_height;
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float fixed_screen_size()
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{
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return point_size;
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}
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float fixed_world_size()
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{
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return (gl_Position.w == 1.0) ? zoom * near_plane_height * point_size : near_plane_height * point_size / gl_Position.w;
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}
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void main()
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{
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gl_Position = ftransform();
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gl_PointSize = use_fixed_screen_size ? fixed_screen_size() : fixed_world_size();
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}
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@ -1,22 +0,0 @@
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// version 120 is needed for gl_PointCoord
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#version 120
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uniform vec4 uniform_color;
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uniform float percent_outline_radius;
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uniform float percent_center_radius;
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vec4 calc_color(float radius, vec4 color)
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{
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return ((radius < percent_center_radius) || (radius > 1.0 - percent_outline_radius)) ?
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vec4(0.5 * color.rgb, color.a) : color;
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}
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void main()
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{
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vec2 pos = (gl_PointCoord - 0.5) * 2.0;
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float radius = length(pos);
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if (radius > 1.0)
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discard;
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gl_FragColor = calc_color(radius, uniform_color);
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}
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@ -1,22 +0,0 @@
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#version 120
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uniform bool use_fixed_screen_size;
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uniform float zoom;
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uniform float point_size;
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uniform float near_plane_height;
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float fixed_screen_size()
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{
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return point_size;
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}
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float fixed_world_size()
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{
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return (gl_Position.w == 1.0) ? zoom * near_plane_height * point_size : near_plane_height * point_size / gl_Position.w;
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}
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void main()
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{
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gl_Position = ftransform();
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gl_PointSize = use_fixed_screen_size ? fixed_screen_size() : fixed_world_size();
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}
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