removed unused (for now) blur shaders

This commit is contained in:
Will McKinnon 2022-09-09 00:40:33 -04:00
parent c1f4cf17db
commit 22a6aba9f0

View file

@ -101,47 +101,4 @@ const GLchar tex_fragment_src_external[] =
" }\n"
"}\n";
const GLchar frag_blur_1[] =
"precision mediump float;\n"
"varying mediump vec2 v_texcoord; // is in 0-1\n"
"uniform sampler2D tex;\n"
"\n"
"uniform float radius;\n"
"uniform vec2 halfpixel;\n"
"\n"
"void main() {\n"
" vec2 uv = v_texcoord * 2.0;\n"
"\n"
" vec4 sum = texture2D(tex, uv) * 4.0;\n"
" sum += texture2D(tex, uv - halfpixel.xy * radius);\n"
" sum += texture2D(tex, uv + halfpixel.xy * radius);\n"
" sum += texture2D(tex, uv + vec2(halfpixel.x, -halfpixel.y) * radius);\n"
" sum += texture2D(tex, uv - vec2(halfpixel.x, -halfpixel.y) * radius);\n"
" gl_FragColor = sum / 8.0;\n"
"}\n";
const GLchar frag_blur_2[] =
"precision mediump float;\n"
"varying mediump vec2 v_texcoord; // is in 0-1\n"
"uniform sampler2D tex;\n"
"\n"
"uniform float radius;\n"
"uniform vec2 halfpixel;\n"
"\n"
"void main() {\n"
" vec2 uv = v_texcoord / 2.0;\n"
"\n"
" vec4 sum = texture2D(tex, uv + vec2(-halfpixel.x * 2.0, 0.0) * radius);\n"
"\n"
" sum += texture2D(tex, uv + vec2(-halfpixel.x, halfpixel.y) * radius) * 2.0;\n"
" sum += texture2D(tex, uv + vec2(0.0, halfpixel.y * 2.0) * radius);\n"
" sum += texture2D(tex, uv + vec2(halfpixel.x, halfpixel.y) * radius) * 2.0;\n"
" sum += texture2D(tex, uv + vec2(halfpixel.x * 2.0, 0.0) * radius);\n"
" sum += texture2D(tex, uv + vec2(halfpixel.x, -halfpixel.y) * radius) * 2.0;\n"
" sum += texture2D(tex, uv + vec2(0.0, -halfpixel.y * 2.0) * radius);\n"
" sum += texture2D(tex, uv + vec2(-halfpixel.x, -halfpixel.y) * radius) * 2.0;\n"
"\n"
" gl_FragColor = sum / 12.0;\n"
"}\n";
#endif