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authorPaul Lemire <paul.lemire@kdab.com>2016-07-12 08:50:14 +0200
committerSean Harmer <sean.harmer@kdab.com>2016-07-19 07:04:14 +0000
commit6f7c31fb4fb79186c5b47fbf885c01a3df66734e (patch)
treebebce40d096ae7b501f56035b107b203dcf3e9ff
parent8c54e49e6a0669af1e77525e0e7071b22439d480 (diff)
Render: get rid of duplicate phong shaders
These are already stored in extras like all the other default effects Change-Id: Ie31130adc1ecb36ef90fee40923eba774fe5b88b Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
-rw-r--r--src/render/frontend/qrenderaspect.cpp7
-rw-r--r--src/render/render.pro2
-rw-r--r--src/render/render.qrc8
-rw-r--r--src/render/shaders/es2/phong.frag20
-rw-r--r--src/render/shaders/es2/phong.vert17
-rw-r--r--src/render/shaders/gl3/phong.frag22
-rw-r--r--src/render/shaders/gl3/phong.vert19
7 files changed, 0 insertions, 95 deletions
diff --git a/src/render/frontend/qrenderaspect.cpp b/src/render/frontend/qrenderaspect.cpp
index dedf28108..03a939a13 100644
--- a/src/render/frontend/qrenderaspect.cpp
+++ b/src/render/frontend/qrenderaspect.cpp
@@ -132,11 +132,6 @@
#include <QThread>
#include <QWindow>
-static void initResources()
-{
- Q_INIT_RESOURCE(render);
-}
-
QT_BEGIN_NAMESPACE
using namespace Qt3DCore;
@@ -158,8 +153,6 @@ QRenderAspectPrivate::QRenderAspectPrivate(QRenderAspect::RenderType type)
, m_initialized(false)
, m_renderType(type)
{
- initResources();
-
// Load the scene parsers
loadSceneParsers();
}
diff --git a/src/render/render.pro b/src/render/render.pro
index e60afc950..b3c5fa1ad 100644
--- a/src/render/render.pro
+++ b/src/render/render.pro
@@ -20,8 +20,6 @@ include (raycasting/raycasting.pri)
include (services/services.pri)
include (texture/texture.pri)
-RESOURCES += $$PWD/render.qrc
-
# Qt3D is free of Q_FOREACH - make sure it stays that way:
DEFINES += QT_NO_FOREACH
diff --git a/src/render/render.qrc b/src/render/render.qrc
deleted file mode 100644
index 8734971f7..000000000
--- a/src/render/render.qrc
+++ /dev/null
@@ -1,8 +0,0 @@
-<RCC>
- <qresource prefix="/">
- <file>shaders/gl3/phong.vert</file>
- <file>shaders/gl3/phong.frag</file>
- <file>shaders/es2/phong.vert</file>
- <file>shaders/es2/phong.frag</file>
- </qresource>
-</RCC>
diff --git a/src/render/shaders/es2/phong.frag b/src/render/shaders/es2/phong.frag
deleted file mode 100644
index c00f89db0..000000000
--- a/src/render/shaders/es2/phong.frag
+++ /dev/null
@@ -1,20 +0,0 @@
-#define FP highp
-
-uniform FP vec3 ka; // Ambient reflectivity
-uniform FP vec3 kd; // Diffuse reflectivity
-uniform FP vec3 ks; // Specular reflectivity
-uniform FP float shininess; // Specular shininess factor
-
-uniform FP vec3 eyePosition;
-
-varying FP vec3 worldPosition;
-varying FP vec3 worldNormal;
-
-#pragma include light.inc.frag
-
-void main()
-{
- FP vec3 diffuseColor, specularColor;
- adsModel(worldPosition, worldNormal, eyePosition, shininess, diffuseColor, specularColor);
- gl_FragColor = vec4( ka + kd * diffuseColor + ks * specularColor, 1.0 );
-}
diff --git a/src/render/shaders/es2/phong.vert b/src/render/shaders/es2/phong.vert
deleted file mode 100644
index 2b4c51b14..000000000
--- a/src/render/shaders/es2/phong.vert
+++ /dev/null
@@ -1,17 +0,0 @@
-attribute vec3 vertexPosition;
-attribute vec3 vertexNormal;
-
-varying vec3 worldPosition;
-varying vec3 worldNormal;
-
-uniform mat4 modelMatrix;
-uniform mat3 modelNormalMatrix;
-uniform mat4 modelViewProjection;
-
-void main()
-{
- worldNormal = normalize( modelNormalMatrix * vertexNormal );
- worldPosition = vec3( modelMatrix * vec4( vertexPosition, 1.0 ) );
-
- gl_Position = modelViewProjection * vec4( vertexPosition, 1.0 );
-}
diff --git a/src/render/shaders/gl3/phong.frag b/src/render/shaders/gl3/phong.frag
deleted file mode 100644
index a4d7e0969..000000000
--- a/src/render/shaders/gl3/phong.frag
+++ /dev/null
@@ -1,22 +0,0 @@
-#version 150 core
-
-uniform vec3 ka; // Ambient reflectivity
-uniform vec3 kd; // Diffuse reflectivity
-uniform vec3 ks; // Specular reflectivity
-uniform float shininess; // Specular shininess factor
-
-uniform vec3 eyePosition;
-
-in vec3 worldPosition;
-in vec3 worldNormal;
-
-out vec4 fragColor;
-
-#pragma include light.inc.frag
-
-void main()
-{
- vec3 diffuseColor, specularColor;
- adsModel(worldPosition, worldNormal, eyePosition, shininess, diffuseColor, specularColor);
- fragColor = vec4( ka + kd * diffuseColor + ks * specularColor, 1.0 );
-}
diff --git a/src/render/shaders/gl3/phong.vert b/src/render/shaders/gl3/phong.vert
deleted file mode 100644
index cdb3c70e9..000000000
--- a/src/render/shaders/gl3/phong.vert
+++ /dev/null
@@ -1,19 +0,0 @@
-#version 150 core
-
-in vec3 vertexPosition;
-in vec3 vertexNormal;
-
-out vec3 worldPosition;
-out vec3 worldNormal;
-
-uniform mat4 modelMatrix;
-uniform mat3 modelNormalMatrix;
-uniform mat4 modelViewProjection;
-
-void main()
-{
- worldNormal = normalize( modelNormalMatrix * vertexNormal );
- worldPosition = vec3( modelMatrix * vec4( vertexPosition, 1.0 ) );
-
- gl_Position = modelViewProjection * vec4( vertexPosition, 1.0 );
-}