diff --git a/resources/shaders/glsl/bgra_to_rgba.glsl b/resources/shaders/glsl/bgra_to_rgba.glsl deleted file mode 100644 index 618b868bd..000000000 --- a/resources/shaders/glsl/bgra_to_rgba.glsl +++ /dev/null @@ -1,34 +0,0 @@ -// 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 diff --git a/resources/shaders/glsl/desaturate.glsl b/resources/shaders/glsl/desaturate.glsl deleted file mode 100644 index 6c88cd58a..000000000 --- a/resources/shaders/glsl/desaturate.glsl +++ /dev/null @@ -1,39 +0,0 @@ -// 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 diff --git a/resources/shaders/glsl/dim.glsl b/resources/shaders/glsl/dim.glsl deleted file mode 100644 index 47060cf4c..000000000 --- a/resources/shaders/glsl/dim.glsl +++ /dev/null @@ -1,40 +0,0 @@ -// 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 diff --git a/resources/shaders/glsl/opacity.glsl b/resources/shaders/glsl/opacity.glsl deleted file mode 100644 index 08b74c9d3..000000000 --- a/resources/shaders/glsl/opacity.glsl +++ /dev/null @@ -1,37 +0,0 @@ -// 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