diff --git a/base/shaders/smaa_edge_detect.frag.glsl b/base/shaders/smaa_edge_detect.frag.glsl index d2235834..5ab9f38f 100644 --- a/base/shaders/smaa_edge_detect.frag.glsl +++ b/base/shaders/smaa_edge_detect.frag.glsl @@ -1,46 +1,31 @@ #version 450 -/** - * Copyright (C) 2013 Jorge Jimenez (jorge@iryoku.com) - * Copyright (C) 2013 Jose I. Echevarria (joseignacioechevarria@gmail.com) - * Copyright (C) 2013 Belen Masia (bmasia@unizar.es) - * Copyright (C) 2013 Fernando Navarro (fernandn@microsoft.com) - * Copyright (C) 2013 Diego Gutierrez (diegog@unizar.es) - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * this software and associated documentation files (the "Software"), to deal in - * the Software without restriction, including without limitation the rights to - * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies - * of the Software, and to permit persons to whom the Software is furnished to - * do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in - * all copies or substantial portions of the Software. As clarification, there - * is no requirement that the copyright notice and permission be included in - * binary distributions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -/** - * _______ ___ ___ ___ ___ - * / || \/ | / \ / \ - * | (---- | \ / | / ^ \ / ^ \ - * \ \ | |\/| | / /_\ \ / /_\ \ - * ----) | | | | | / _____ \ / _____ \ - * |_______/ |__| |__| /__/ \__\ /__/ \__\ - * - * E N H A N C E D - * S U B P I X E L M O R P H O L O G I C A L A N T I A L I A S I N G - * - * http://www.iryoku.com/smaa/ - */ +// Copyright (C) 2013 Jorge Jimenez (jorge@iryoku.com) +// Copyright (C) 2013 Jose I. Echevarria (joseignacioechevarria@gmail.com) +// Copyright (C) 2013 Belen Masia (bmasia@unizar.es) +// Copyright (C) 2013 Fernando Navarro (fernandn@microsoft.com) +// Copyright (C) 2013 Diego Gutierrez (diegog@unizar.es) +// +// Permission is hereby granted, free of charge, to any person obtaining a copy +// this software and associated documentation files (the "Software"), to deal in +// the Software without restriction, including without limitation the rights to +// use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +// of the Software, and to permit persons to whom the Software is furnished to +// do so, subject to the following conditions: +// +// The above copyright notice and this permission notice shall be included in +// all copies or substantial portions of the Software. As clarification, there +// is no requirement that the copyright notice and permission be included in +// binary distributions of the Software. +// +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +// SOFTWARE. +// http://www.iryoku.com/smaa/ #define SMAA_THRESHOLD 0.1 #define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD) // For depth edge detection, depends on the depth range of the scene diff --git a/base/shaders/smaa_neighborhood_blend.vert.glsl b/base/shaders/smaa_neighborhood_blend.vert.glsl index 0e20136b..fbc2c7c5 100644 --- a/base/shaders/smaa_neighborhood_blend.vert.glsl +++ b/base/shaders/smaa_neighborhood_blend.vert.glsl @@ -3,7 +3,6 @@ uniform vec2 screen_size_inv; in vec2 pos; - out vec2 tex_coord; out vec4 offset; diff --git a/base/shaders/world_pass.vert.glsl b/base/shaders/world_pass.vert.glsl index 98a93b47..dcceb0b3 100644 --- a/base/shaders/world_pass.vert.glsl +++ b/base/shaders/world_pass.vert.glsl @@ -4,7 +4,6 @@ uniform mat4 SMVP; in vec3 pos; in vec3 nor; - out vec3 normal; void main() { diff --git a/base/sources/node_shader.ts b/base/sources/node_shader.ts index 904bf1b7..308a567f 100644 --- a/base/sources/node_shader.ts +++ b/base/sources/node_shader.ts @@ -53,7 +53,7 @@ function node_shader_add_out(raw: node_shader_t, s: string) { array_push(raw.outs, s); } -function node_shader_add_uniform(raw: node_shader_t, s: string, link: string = null, included: bool = false) { +function node_shader_add_uniform(raw: node_shader_t, s: string, link: string = null) { let ar: string[] = string_split(s, " "); // layout(RGBA8) image3D voxels let utype: string = ar[ar.length - 2]; @@ -74,7 +74,7 @@ function node_shader_add_uniform(raw: node_shader_t, s: string, link: string = n } node_shader_context_add_constant(raw.context, ar[0], ar[1], link); } - if (included == false && array_index_of(raw.uniforms, s) == -1) { + if (array_index_of(raw.uniforms, s) == -1) { array_push(raw.uniforms, s); } } @@ -98,13 +98,6 @@ function node_shader_add_function(raw: node_shader_t, s: string) { map_set(raw.functions, fname, s); } -function node_shader_contains(raw: node_shader_t, s: string): bool { - return string_index_of(raw.main, s) >= 0 || - string_index_of(raw.main_normal, s) >= 0 || - array_index_of(raw.ins, s) >= 0 || - string_index_of(raw.main_attribs, s) >= 0; -} - function node_shader_write(raw: node_shader_t, s: string) { if (raw.write_normal > 0) { raw.main_normal += s + "\n"; @@ -628,7 +621,6 @@ function node_shader_get_glsl(raw: node_shader_t, shared_sampler: string, versio ///end function node_shader_get(raw: node_shader_t): string { - if (raw.shader_type == "vert") { node_shader_vstruct_to_vsin(raw); }