summaryrefslogtreecommitdiff
path: root/include
diff options
context:
space:
mode:
authorWill McKinnon <[email protected]>2022-09-09 00:40:33 -0400
committerWill McKinnon <[email protected]>2022-09-09 00:40:33 -0400
commit22a6aba9f00314d4e44f7e3d99e83db6b44c4ea2 (patch)
treec8ede61a5b2f3207fcc6a8d1c82b7a4ad75dd592 /include
parentc1f4cf17db01177b9ed3c190cf296e1a1e86f129 (diff)
removed unused (for now) blur shaders
Diffstat (limited to 'include')
-rw-r--r--include/sway/desktop/shaders.h43
1 files changed, 0 insertions, 43 deletions
diff --git a/include/sway/desktop/shaders.h b/include/sway/desktop/shaders.h
index c1871aaf..53b7f464 100644
--- a/include/sway/desktop/shaders.h
+++ b/include/sway/desktop/shaders.h
@@ -101,47 +101,4 @@ const GLchar tex_fragment_src_external[] =
" }\n"
"}\n";
-const GLchar frag_blur_1[] =
-"precision mediump float;\n"
-"varying mediump vec2 v_texcoord; // is in 0-1\n"
-"uniform sampler2D tex;\n"
-"\n"
-"uniform float radius;\n"
-"uniform vec2 halfpixel;\n"
-"\n"
-"void main() {\n"
-" vec2 uv = v_texcoord * 2.0;\n"
-"\n"
-" vec4 sum = texture2D(tex, uv) * 4.0;\n"
-" sum += texture2D(tex, uv - halfpixel.xy * radius);\n"
-" sum += texture2D(tex, uv + halfpixel.xy * radius);\n"
-" sum += texture2D(tex, uv + vec2(halfpixel.x, -halfpixel.y) * radius);\n"
-" sum += texture2D(tex, uv - vec2(halfpixel.x, -halfpixel.y) * radius);\n"
-" gl_FragColor = sum / 8.0;\n"
-"}\n";
-
-const GLchar frag_blur_2[] =
-"precision mediump float;\n"
-"varying mediump vec2 v_texcoord; // is in 0-1\n"
-"uniform sampler2D tex;\n"
-"\n"
-"uniform float radius;\n"
-"uniform vec2 halfpixel;\n"
-"\n"
-"void main() {\n"
-" vec2 uv = v_texcoord / 2.0;\n"
-"\n"
-" vec4 sum = texture2D(tex, uv + vec2(-halfpixel.x * 2.0, 0.0) * radius);\n"
-"\n"
-" sum += texture2D(tex, uv + vec2(-halfpixel.x, halfpixel.y) * radius) * 2.0;\n"
-" sum += texture2D(tex, uv + vec2(0.0, halfpixel.y * 2.0) * radius);\n"
-" sum += texture2D(tex, uv + vec2(halfpixel.x, halfpixel.y) * radius) * 2.0;\n"
-" sum += texture2D(tex, uv + vec2(halfpixel.x * 2.0, 0.0) * radius);\n"
-" sum += texture2D(tex, uv + vec2(halfpixel.x, -halfpixel.y) * radius) * 2.0;\n"
-" sum += texture2D(tex, uv + vec2(0.0, -halfpixel.y * 2.0) * radius);\n"
-" sum += texture2D(tex, uv + vec2(-halfpixel.x, -halfpixel.y) * radius) * 2.0;\n"
-"\n"
-" gl_FragColor = sum / 12.0;\n"
-"}\n";
-
#endif