Removed some deprecated GLSL shader files.

This commit is contained in:
Leon Styhre 2022-03-15 00:18:34 +01:00
parent f859fd828d
commit ddcc542dc9
4 changed files with 0 additions and 150 deletions

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// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// bgra_to_rgba.glsl
//
// Convert from color model BGRA to RGBA.
//
#if defined(VERTEX)
// Vertex section of code:
uniform mat4 MVPMatrix;
varying vec2 vTexCoord;
void main(void)
{
vTexCoord = gl_MultiTexCoord0.xy;
gl_Position = MVPMatrix * gl_Vertex;
}
#elif defined(FRAGMENT)
// Fragment section of code:
uniform float opacity = 1.0;
uniform sampler2D myTexture;
varying vec2 vTexCoord;
void main()
{
vec4 color = texture2D(myTexture, vTexCoord);
gl_FragColor = vec4(color.bgr, color.a * opacity);
}
#endif

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// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// desaturate.glsl
//
// Desaturates textures.
// The uniform variable 'saturation' sets the saturation intensity.
// Setting this to the value 0 results in complete desaturation (grayscale).
//
#if defined(VERTEX)
// Vertex section of code:
uniform mat4 MVPMatrix;
varying vec2 vTexCoord;
void main(void)
{
vTexCoord = gl_MultiTexCoord0.xy;
gl_Position = MVPMatrix * gl_Vertex;
}
#elif defined(FRAGMENT)
// Fragment section of code:
uniform float saturation = 1.0;
uniform sampler2D myTexture;
varying vec2 vTexCoord;
void main()
{
vec4 color = texture2D(myTexture, vTexCoord);
vec3 grayscale = vec3(dot(color.rgb, vec3(0.3, 0.59, 0.11)));
vec3 blendedColor = mix(grayscale, color.rgb, saturation);
gl_FragColor = vec4(blendedColor, color.a);
}
#endif

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// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// dim.glsl
//
// Dims textures.
// The uniform variable 'dimValue' sets the amount of dimming.
// Setting this to the value 0 results in a completely black screen.
//
#if defined(VERTEX)
// Vertex section of code:
uniform mat4 MVPMatrix;
varying vec2 vTexCoord;
void main(void)
{
vTexCoord = gl_MultiTexCoord0.xy;
gl_Position = MVPMatrix * gl_Vertex;
}
#elif defined(FRAGMENT)
// Fragment section of code:
uniform float dimValue = 0.4;
uniform sampler2D myTexture;
varying vec2 vTexCoord;
void main()
{
vec4 dimColor = vec4(dimValue, dimValue, dimValue, 1.0);
vec4 color = texture2D(myTexture, vTexCoord);
// Alpha is handled differently depending on the graphics driver, so set it explicitly to 1.0.
color = vec4(color.rgb, 1.0) * dimColor;
gl_FragColor = color;
}
#endif

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// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// opacity.glsl
//
// Changes the opacity of textures.
// The uniform variable 'opacity' sets the opacity.
// Setting this to the value 0 results in an invisible texture.
//
#if defined(VERTEX)
// Vertex section of code:
uniform mat4 MVPMatrix;
varying vec2 vTexCoord;
void main(void)
{
vTexCoord = gl_MultiTexCoord0.xy;
gl_Position = MVPMatrix * gl_Vertex;
}
#elif defined(FRAGMENT)
// Fragment section of code:
uniform float opacity = 1.0;
uniform sampler2D myTexture;
varying vec2 vTexCoord;
void main()
{
vec4 color = texture2D(myTexture, vTexCoord);
gl_FragColor = vec4(color.rgb, color.a * opacity);
}
#endif