Remove unused shaders for postRender pass

This commit is contained in:
Emil Axelsson
2016-12-14 14:23:26 +01:00
parent ad3921fda5
commit 9b5e6f0000
3 changed files with 0 additions and 166 deletions
-130
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@@ -1,130 +0,0 @@
/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014 - 2016 *
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
* software and associated documentation files (the "Software"), to deal in the Software *
* without restriction, including without limitation the rights to use, copy, modify, *
* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
* permit persons to whom the Software is furnished to do so, subject to the following *
* conditions: *
* *
* The above copyright notice and this permission notice shall be included in all copies *
* or substantial portions of the Software. *
* *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
****************************************************************************************/
#include "fragment.glsl"
#include <#{fragmentPath}>
#include "abufferfragment.glsl"
#include "abufferresources.glsl"
#include "PowerScaling/powerScalingMath.hglsl"
#include "rand.glsl"
#include "resolveconstants.glsl"
#include "resolvehelpers.glsl"
#define RAYCASTING_ENABLED #{resolveData.raycastingEnabled}
uniform float blackoutFactor;
uniform sampler2DMS mainColorTexture;
uniform sampler2DMS mainDepthTexture;
out vec4 _out_color_;
void main() {
Fragment newFrag = getFragment();
int sampleMask = gl_SampleMaskIn[0];
float fboDepth = denormalizeFloat(texelFetch(mainDepthTexture, ivec2(gl_FragCoord), 0).x);
vec4 fboRgba = texelFetch(mainColorTexture, ivec2(gl_FragCoord), 0);
if (newFrag.depth > fboDepth) {
discard;
}
//newFrag.color *= countSamples(sampleMask) / nAaSamples;
/*
vec3 accumulatedColor = vec3(0.0);
// One alpha channel per color channel to allow for
// absorption of different wavelengths.
// Always within the interval [0, 1]
vec3 accumulatedAlpha = vec3(0.0);
uint nFrags = loadFragments();
uint raycasterMask;
#if RAYCASTING_ENABLED
bool insideAnyRaycaster = initRaycasterMask(raycasterMask);
#endif
#if RAYCASTING_ENABLED
retrieveRaycasterData(nFrags);
if (insideAnyRaycaster) {
//raycast to the first fragment
float startDepth = 0;
float endDepth = min(_depth_(fragments[0]), newFrag.depth);
raycast(endDepth - startDepth, raycasterMask, accumulatedColor, accumulatedAlpha);
}
#endif
for (uint i = 0; i < nFrags; i++) {
ABufferFragment frag = fragments[i];
if (_depth_(frag) > newFrag.depth) {
break;
}
int type = _type_(frag);
uint blend = _blend_(frag);
if (type == 0) { // geometry fragment
vec4 color = _color_(frag);
if (blend == BLEND_MODE_NORMAL) {
accumulatedColor += (1 - accumulatedAlpha) * color.rgb * color.a;
accumulatedAlpha += (1 - accumulatedAlpha) * color.aaa;
} else if (blend == BLEND_MODE_ADDITIVE) {
accumulatedColor += (1 - accumulatedAlpha) * color.rgb;
}
}
#if RAYCASTING_ENABLED
else if (type > 0) { // enter volume
int raycasterId = type - 1;
// only enter volume if a valid scale was detected
if (raycasterData[raycasterId].scale > 0) {
raycasterMask |= (1 << (raycasterId));
}
} else { // exit volume
int raycasterId = -type - 1;
raycasterMask &= INT_MAX - (1 << (raycasterId));
}
// Ray cast to next fragment
if (i + 1 < nFrags && raycasterMask != 0) {
float startDepth = _depth_(fragments[i]);
float endDepth = min(_depth_(fragments[i + 1]), newFrag.depth);
raycast(endDepth - startDepth, raycasterMask, accumulatedColor, accumulatedAlpha);
}
#endif
}
*/
vec4 newColor = newFrag.color;
vec3 contribution = newColor.rgb * blackoutFactor;
_out_color_ = vec4(contribution, 1.0);
// _out_color_ = vec4(1.0);
}
@@ -1,34 +0,0 @@
/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2016 *
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
* software and associated documentation files (the "Software"), to deal in the Software *
* without restriction, including without limitation the rights to use, copy, modify, *
* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
* permit persons to whom the Software is furnished to do so, subject to the following *
* conditions: *
* *
* The above copyright notice and this permission notice shall be included in all copies *
* or substantial portions of the Software. *
* *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
****************************************************************************************/
#include "PowerScaling/powerScalingMath.hglsl"
#include <#{fragmentPath}>
out vec4 _out_color_;
void main() {
Fragment f = getFragment();
_out_color_ = f.color;
gl_FragDepth = normalizeFloat(f.depth);
}
-2
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#version __CONTEXT__
#include <#{rendererData.postFragmentRendererPath}>