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-rw-r--r--src/libjin/graphics/shaders/je_base.shader.h77
1 files changed, 0 insertions, 77 deletions
diff --git a/src/libjin/graphics/shaders/je_base.shader.h b/src/libjin/graphics/shaders/je_base.shader.h
deleted file mode 100644
index 9fed6a1..0000000
--- a/src/libjin/graphics/shaders/je_base.shader.h
+++ /dev/null
@@ -1,77 +0,0 @@
-#ifndef __JE_BASE_SHADER_H__
-#define __JE_BASE_SHADER_H__
-
-#include "../../common/je_string.h"
-
-//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-static const JinEngine::String SHADER_PROJECTION_MATRIX = "jin_ProjectionMatrix";
-static const JinEngine::String SHADER_MODELVIEW_MATRIX = "jin_ModelViewMatrix";
-static const JinEngine::String SHADER_MAIN_TEXTURE = "jin_MainTexture";
-static const JinEngine::String SHADER_VERTEX_COORDS = "jin_VertexCoords";
-static const JinEngine::String SHADER_TEXTURE_COORDS = "jin_TextureCoords";
-static const JinEngine::String SHADER_VERSION = "#version 130 core \n";
-static const JinEngine::String SHADER_COMMON = R"(
-#define Number float
-#define Texture sampler2D
-#define Canvas sampler2D
-#define Color vec4
-#define Vec2 vec2
-#define Vec3 vec3
-#define Vec4 vec4
-
-#define texel texture2D
-
-struct Vertex
-{
- vec2 xy;
- vec2 uv;
-};
-)";
-
-//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-static JinEngine::String formatVertexShader(const JinEngine::String& vert)
-{
- static JinEngine::String vert_part1 =
- SHADER_VERSION +
- SHADER_COMMON +
- "uniform mat4 " + SHADER_PROJECTION_MATRIX + ";\n"
- "uniform mat4 " + SHADER_MODELVIEW_MATRIX + ";\n"
- "in vec2 " + SHADER_VERTEX_COORDS + ";\n"
- "in vec2 " + SHADER_TEXTURE_COORDS + ";\n"
- "out vec4 jin_Color; \n"
- "out vec2 jin_XY; \n"
- "out vec2 jin_UV; \n";
- static JinEngine::String vert_part2 =
- "void main()\n"
- "{\n"
- " vec4 v = " + SHADER_MODELVIEW_MATRIX + " * vec4(" + SHADER_VERTEX_COORDS + ", 0, 1.0);\n"
- " Vertex _v = vert(Vertex(v.xy, " + SHADER_TEXTURE_COORDS + "));\n"
- " gl_Position = " + SHADER_PROJECTION_MATRIX + " * vec4(_v.xy, 0, 1.0f);\n"
- " jin_Color = gl_Color; \n"
- " jin_XY = _v.xy; \n"
- " jin_UV = _v.uv; \n"
- "}";
- return vert_part1 + vert + vert_part2;
-}
-
-static JinEngine::String formatFragmentShader(const JinEngine::String& frag)
-{
- static JinEngine::String frag_part1 =
- SHADER_VERSION +
- SHADER_COMMON +
- "uniform Texture " + SHADER_MAIN_TEXTURE + "; \n"
- "in vec4 jin_Color; \n"
- "in vec2 jin_XY; \n"
- "in vec2 jin_UV; \n"
- "out vec4 jin_OutColor; \n";
- static JinEngine::String frag_part2 =
- "void main() \n"
- "{\n"
- " jin_OutColor = frag(jin_Color, " + SHADER_MAIN_TEXTURE + ", Vertex(jin_XY, jin_UV));\n"
- "}\n";
- return frag_part1 + frag + frag_part2;
-}
-
-#endif // __JE_BASE_SHADER_H__ \ No newline at end of file