diff options
author | Paul Lemire <paul.lemire@kdab.com> | 2016-07-12 08:50:14 +0200 |
---|---|---|
committer | Sean Harmer <sean.harmer@kdab.com> | 2016-07-19 07:04:14 +0000 |
commit | 6f7c31fb4fb79186c5b47fbf885c01a3df66734e (patch) | |
tree | bebce40d096ae7b501f56035b107b203dcf3e9ff | |
parent | 8c54e49e6a0669af1e77525e0e7071b22439d480 (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.cpp | 7 | ||||
-rw-r--r-- | src/render/render.pro | 2 | ||||
-rw-r--r-- | src/render/render.qrc | 8 | ||||
-rw-r--r-- | src/render/shaders/es2/phong.frag | 20 | ||||
-rw-r--r-- | src/render/shaders/es2/phong.vert | 17 | ||||
-rw-r--r-- | src/render/shaders/gl3/phong.frag | 22 | ||||
-rw-r--r-- | src/render/shaders/gl3/phong.vert | 19 |
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 ); -} |