Changeset 27130

Timestamp:
Oct 8, 2022, 12:52:23 AM (22 months ago)
Author:
Vladislav Belov
Message:

Removes unused minimap shader variants.

Location:
ps/trunk
Files:
7 edited

Legend:

Unmodified
Added
Removed
  • ps/trunk/binaries/data/mods/public/shaders/arb/minimap.fp

    r26906 r27130  
    11!!ARBfp1.0
    22
    3 #if MINIMAP_MASK
    4   ATTRIB v_maskUV = fragment.texcoord[1];
    5   TEMP mask;
    6   TEX mask, v_maskUV, texture[2], 2D;
    7 #endif
    8 
    93#if MINIMAP_BASE
    10 #if MINIMAP_MASK
    11   TEMP color;
    12   TEX color, fragment.texcoord[0], texture[0], 2D;
    13   MUL color.a, color.a, mask.a;
    14   MOV result.color, color;
    15 #else
    164  TEX result.color, fragment.texcoord[0], texture[0], 2D;
    17 #endif
    185#endif
    196
     
    3421#endif
    3522
    36 #if MINIMAP_LINE
    37   PARAM color = program.local[1];
    38   MOV result.color, color;
    39 #endif
    40 
    4123END
  • ps/trunk/binaries/data/mods/public/shaders/arb/minimap.vp

    r26493 r27130  
    33PARAM transform[4] = { program.local[0..3] };
    44PARAM textureTransform[4] = { program.local[4..7] };
    5 #if MINIMAP_MASK
    6   PARAM maskTextureTransform[4] = { program.local[12..15] };
    7 #endif
    85OUTPUT v_tex = result.texcoord[0];
    96
    107TEMP position;
    118MOV position, vertex.position;
    12 #if MINIMAP_POINT || MINIMAP_LINE
     9#if MINIMAP_POINT
    1310  MOV position.z, 0.0;
    1411#endif
     
    2017DP4 result.position.w, transform[3], position;
    2118
    22 #if MINIMAP_BASE || MINIMAP_LOS || MINIMAP_MASK
     19#if MINIMAP_BASE || MINIMAP_LOS
    2320  TEMP tex;
    2421  MOV tex, vertex.texcoord;
     
    3633#endif
    3734
    38 #if MINIMAP_MASK
    39   OUTPUT v_maskUV = result.texcoord[1];
    40   MOV v_maskUV.x, tex.x;
    41   MOV v_maskUV.y, tex.y;
    42   DP4 v_maskUV.x, maskTextureTransform[0], tex;
    43   DP4 v_maskUV.y, maskTextureTransform[1], tex;
    44   DP4 v_maskUV.z, maskTextureTransform[2], tex;
    45   DP4 v_maskUV.w, maskTextureTransform[3], tex;
    46 #endif
    47 
    4835END
  • ps/trunk/binaries/data/mods/public/shaders/arb/minimap.xml

    r26493 r27130  
    44    <vertex file="arb/minimap.vp">
    55        <stream name="pos"/>
    6         <stream name="uv0" if="MINIMAP_BASE || MINIMAP_LOS || MINIMAP_MASK"/>
     6        <stream name="uv0" if="MINIMAP_BASE || MINIMAP_LOS"/>
    77        <stream name="color" if="MINIMAP_POINT"/>
    88        <uniform name="transform" loc="0" type="mat4"/>
    99        <uniform name="textureTransform" loc="4" type="mat4"/>
    10         <uniform name="maskTextureTransform" loc="8" type="mat4" if="MINIMAP_MASK"/>
    1110    </vertex>
    1211
    1312    <fragment file="arb/minimap.fp">
    1413        <uniform name="baseTex" loc="0" type="sampler2D" if="MINIMAP_BASE || MINIMAP_LOS"/>
    15         <uniform name="color" loc="1" type="vec4" if="MINIMAP_LINE"/>
    16         <uniform name="maskTex" loc="2" type="sampler2D" if="MINIMAP_MASK"/>
    1714    </fragment>
    1815
  • ps/trunk/binaries/data/mods/public/shaders/glsl/minimap.fs

    r26906 r27130  
    66#endif
    77
    8 #if MINIMAP_MASK
    9   uniform sampler2D maskTex;
    10   varying vec2 v_maskUV;
    11 #endif
    12 
    138#if MINIMAP_POINT
    149  varying vec3 color;
    1510#endif
    1611
    17 #if MINIMAP_LINE
    18   uniform vec4 color;
    19 #endif
    20 
    2112void main()
    2213{
    23   #if MINIMAP_MASK
    24     float mask = texture2D(maskTex, v_maskUV).a;
    25   #endif
    26 
    2714  #if MINIMAP_BASE
    28   #if MINIMAP_MASK
    29     vec4 color = texture2D(baseTex, v_tex);
    30     gl_FragColor.rgb = color.rgb;
    31     gl_FragColor.a = color.a * mask;
    32   #else
    3315    gl_FragColor = texture2D(baseTex, v_tex);
    34   #endif
    3516  #endif
    3617
     
    4223    gl_FragColor = vec4(color, 1.0);
    4324  #endif
    44 
    45   #if MINIMAP_LINE
    46     gl_FragColor = color;
    47   #endif
    4825}
  • ps/trunk/binaries/data/mods/public/shaders/glsl/minimap.vs

    r26901 r27130  
    44uniform mat4 textureTransform;
    55
    6 #if MINIMAP_MASK
    7   uniform mat4 maskTextureTransform;
    8   varying vec2 v_maskUV;
    9 #endif
    10 
    11 #if MINIMAP_BASE || MINIMAP_LOS || MINIMAP_MASK
     6#if MINIMAP_BASE || MINIMAP_LOS
    127  attribute vec3 a_vertex;
    138  attribute vec2 a_uv0;
     
    2217  attribute vec3 a_color;
    2318  varying vec3 color;
    24 #endif
    25 
    26 #if MINIMAP_LINE
    27   attribute vec2 a_vertex;
    2819#endif
    2920
     
    4233#endif
    4334
    44 #if MINIMAP_MASK
    45     v_maskUV = (maskTextureTransform * vec4(a_uv0, 0.0, 1.0)).xy;
    46 #endif
    47 
    4835#if MINIMAP_POINT
    4936#if USE_GPU_INSTANCING
     
    5441    color = a_color;
    5542#endif // MINIMAP_POINT
    56 
    57 #if MINIMAP_LINE
    58     gl_Position = transform * vec4(a_vertex, 0.0, 1.0);
    59 #endif
    6043}
  • ps/trunk/binaries/data/mods/public/shaders/glsl/minimap.xml

    r26901 r27130  
    44    <vertex file="glsl/minimap.vs">
    55        <stream name="pos" attribute="a_vertex"/>
    6         <stream name="uv0" attribute="a_uv0" if="MINIMAP_BASE || MINIMAP_LOS || MINIMAP_MASK"/>
     6        <stream name="uv0" attribute="a_uv0" if="MINIMAP_BASE || MINIMAP_LOS"/>
    77        <stream name="uv1" attribute="a_uv1" if="USE_GPU_INSTANCING"/>
    88        <stream name="color" attribute="a_color" if="MINIMAP_POINT"/>
  • ps/trunk/source/ps/CStrInternStatic.h

    r26906 r27130  
    4949X(IGNORE_LOS)
    5050X(MINIMAP_BASE)
    51 X(MINIMAP_LINE)
    52 X(MINIMAP_LOS)
    53 X(MINIMAP_MASK)
    5451X(MINIMAP_POINT)
    5552X(MODE_SHADOWCAST)
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