mirror of
https://github.com/Anuken/Mindustry.git
synced 2025-07-20 04:37:31 +07:00
Removed unused shader
This commit is contained in:
@ -1,36 +0,0 @@
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
precision mediump int;
|
||||
#endif
|
||||
|
||||
#define SPACE 1.0
|
||||
#define RADIUS 3.0
|
||||
|
||||
uniform sampler2D u_texture;
|
||||
|
||||
uniform vec4 u_color;
|
||||
uniform vec2 u_texsize;
|
||||
uniform float u_scl;
|
||||
|
||||
varying vec4 v_color;
|
||||
varying vec2 v_texCoord;
|
||||
|
||||
void main() {
|
||||
vec2 v = vec2(1.0/u_texsize.x, 1.0/u_texsize.y);
|
||||
|
||||
vec4 c = texture2D(u_texture, v_texCoord.xy);
|
||||
float spacing = SPACE * u_scl;
|
||||
|
||||
if(c.a >= 0.001){
|
||||
gl_FragColor = c * v_color;
|
||||
}else{
|
||||
for(float cx = -RADIUS; cx <= RADIUS; cx ++){
|
||||
for(float cy = -RADIUS; cy <= RADIUS; cy ++){
|
||||
if(texture2D(u_texture, v_texCoord.xy + vec2(cx, cy) * v * spacing).a >= 0.001){
|
||||
gl_FragColor = u_color;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -28,7 +28,6 @@ void main() {
|
||||
for(float cy = -RADIUS; cy <= RADIUS; cy ++){
|
||||
if(cx*cx + cy*cy <= RADIUS * RADIUS && texture2D(u_texture, v_texCoord.xy + vec2(cx, cy) * v * spacing).a >= 0.001){
|
||||
gl_FragColor = u_color;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Reference in New Issue
Block a user