Removal of unused assets/classes

This commit is contained in:
Anuken
2020-05-11 00:41:35 -04:00
parent a344c1a5d0
commit 3ea2360290
22 changed files with 35 additions and 221 deletions

View File

@@ -13,9 +13,7 @@ uniform float OriginalIntensity;
varying MED vec2 v_texCoords;
void main()
{
void main(){
vec4 original = texture2D(u_texture0, v_texCoords) * OriginalIntensity;
vec4 bloom = texture2D(u_texture1, v_texCoords) * BloomIntensity;
original = original * (vec4(1.0) - bloom);

View File

@@ -16,8 +16,7 @@ varying MED vec2 v_texCoords4;
const float center = 0.2270270270;
const float close = 0.3162162162;
const float far = 0.0702702703;
void main()
{
void main(){
gl_FragColor = far * texture2D(u_texture, v_texCoords0)
+ close * texture2D(u_texture, v_texCoords1)
+ center * texture2D(u_texture, v_texCoords2)

View File

@@ -9,8 +9,7 @@ precision lowp float;
uniform sampler2D u_texture0;
uniform vec2 threshold;
varying MED vec2 v_texCoords;
void main()
{
void main(){
vec4 color = texture2D(u_texture0, v_texCoords);
if(color.r + color.g + color.b > 0.5 * 3.0){
gl_FragColor = color;

View File

@@ -13,8 +13,7 @@ uniform float OriginalIntensity;
varying MED vec2 v_texCoords;
void main()
{
void main(){
vec3 original = texture2D(u_texture0, v_texCoords).rgb;
vec3 bloom = texture2D(u_texture1, v_texCoords).rgb * BloomIntensity;

View File

@@ -15,8 +15,8 @@ varying MED vec2 v_texCoords3;
varying MED vec2 v_texCoords4;
const vec2 futher = vec2(3.2307692308, 3.2307692308);
const vec2 closer = vec2(1.3846153846, 1.3846153846);
void main()
{
void main(){
vec2 sizeAndDir = dir / size;
vec2 f = futher*sizeAndDir;
vec2 c = closer*sizeAndDir;

View File

@@ -16,8 +16,7 @@ varying MED vec2 v_texCoords4;
const float center = 0.2270270270;
const float close = 0.3162162162;
const float far = 0.0702702703;
void main()
{
void main(){
gl_FragColor.rgb = far * texture2D(u_texture, v_texCoords0).rgb
+ close * texture2D(u_texture, v_texCoords1).rgb
+ center * texture2D(u_texture, v_texCoords2).rgb

View File

@@ -9,8 +9,8 @@ precision lowp float;
uniform sampler2D u_texture0;
uniform vec2 threshold;
varying MED vec2 v_texCoords;
void main()
{
void main(){
vec4 tex = texture2D(u_texture0, v_texCoords);
vec3 colors = (tex.rgb - threshold.r) * threshold.g * tex.a;
gl_FragColor = vec4(colors, tex.a);

View File

@@ -6,8 +6,8 @@
attribute vec4 a_position;
attribute vec2 a_texCoord0;
varying MED vec2 v_texCoords;
void main()
{
void main(){
v_texCoords = a_texCoord0;
gl_Position = a_position;
}

View File

@@ -9,7 +9,7 @@ precision lowp float;
uniform sampler2D u_texture0;
uniform vec2 threshold;
varying MED vec2 v_texCoords;
void main()
{
void main(){
gl_FragColor.rgb = (texture2D(u_texture0, v_texCoords).rgb - vec3(threshold.x)) * threshold.y;
}