Remove unused old blur shader.

This commit is contained in:
Glenn Watson 2016-11-11 05:57:46 +10:00
parent 9991e0674b
commit 8aff2dd298
2 changed files with 0 additions and 58 deletions

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@ -1,44 +0,0 @@
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
// `vBorderPosition` is the position of the source texture in the atlas.
float gauss(float x, float sigma) {
return (1.0 / sqrt(6.283185307179586 * sigma * sigma)) * exp(-(x * x) / (2.0 * sigma * sigma));
}
void main(void) {
#ifdef SERVO_ES2
// TODO(gw): for loops have to be unrollable on es2.
SetFragColor(vec4(1.0, 0.0, 0.0, 1.0));
#else
vec2 sideOffsets = (vDestTextureSize - vSourceTextureSize) / 2.0;
int range = int(vBlurRadius) * 3;
float sigma = vBlurRadius / 2.0;
vec4 value = vec4(0.0);
vec2 sourceTextureUvOrigin = vBorderPosition.xy;
vec2 sourceTextureUvSize = vBorderPosition.zw - sourceTextureUvOrigin;
for (int offset = -range; offset <= range; offset++) {
float offsetF = float(offset);
vec2 lColorTexCoord = (vColorTexCoord.xy * vDestTextureSize - sideOffsets) /
vSourceTextureSize;
lColorTexCoord += vec2(offsetF) / vSourceTextureSize * uDirection;
vec4 x = lColorTexCoord.x >= 0.0 &&
lColorTexCoord.x <= 1.0 &&
lColorTexCoord.y >= 0.0 &&
lColorTexCoord.y <= 1.0 ?
texture(sDiffuse, lColorTexCoord * sourceTextureUvSize + sourceTextureUvOrigin) :
vec4(0.0);
// Alpha must be premultiplied in order to properly blur the alpha channel.
value += vec4(x.rgb * x.a, x.a) * gauss(offsetF, sigma);
}
// Unpremultiply the alpha.
value = vec4(value.rgb / value.a, value.a);
SetFragColor(value);
#endif
}

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/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
void main(void)
{
vColorTexCoord = aColorTexCoordRectTop.xy;
vBorderPosition = aBorderPosition;
vBlurRadius = aBlurRadius;
vDestTextureSize = aDestTextureSize;
vSourceTextureSize = aSourceTextureSize;
gl_Position = uTransform * vec4(aPosition, 1.0);
}