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-rw-r--r--src/libjin/Graphics/base.shader.h34
1 files changed, 0 insertions, 34 deletions
diff --git a/src/libjin/Graphics/base.shader.h b/src/libjin/Graphics/base.shader.h
deleted file mode 100644
index 080e27e..0000000
--- a/src/libjin/Graphics/base.shader.h
+++ /dev/null
@@ -1,34 +0,0 @@
-/*
- * https://stackoverflow.com/questions/10868958/what-does-sampler2d-store
- * The sampler2D is bound to a texture unit. The glUniform call binds it to texture
- * unit zero. The glActiveTexture call is only needed if you are going to use multiple
- * texture units (because GL_TEXTURE0 is the default anyway).
-*/
-
-static const char* default_texture = "_tex0_";
-
-static const char* base_shader = R"(
-#define number float
-#define Texture sampler2D
-#define Canvas sampler2D
-#define Color vec4
-#define Texel texture2D
-#define extern uniform
-#define Vec2 vec2
-#define Vec3 vec3
-#define Vec4 vec4
-#define Number number
-#define Image Texture
-
-extern Texture %s;
-%s
-void main()
-{
- gl_FragColor = effect(gl_Color, %s, gl_TexCoord[0].xy, gl_FragCoord.xy);
-}
-)";
-
-static const int SHADER_FORMAT_SIZE = strlen(base_shader) + strlen(default_texture) * 2;
-
-#define formatShader(buf, program)\
- sprintf(buf, base_shader, default_texture, program, default_texture)