remove unneeded/dupe files

This commit is contained in:
Jenny White 2018-04-27 23:28:25 +03:00
parent ee4cbf3c2a
commit 13f571c28d
48 changed files with 0 additions and 201 deletions

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@ -1,4 +0,0 @@
// 2D drawing shader
void main() {
gl_FragColor = gl_Color;
}

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// 2D drawing shader
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
attribute vec2 vertex;
attribute vec4 color;
void main()
{
gl_FrontColor = color;
gl_Position = projection*(view*(model*vec4(vertex,0.0,1.0)));
}

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// 2D drawing shader
uniform sampler2D texture;
void main()
{
gl_FragColor = texture2D(texture, gl_TexCoord[0].xy) * gl_Color;
}

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// 2D drawing shader - modified freetype-gl shader
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
attribute vec2 vertex;
attribute vec2 tex_coord;
attribute vec4 color;
void main()
{
gl_TexCoord[0].xy = tex_coord.xy;
gl_FrontColor = color;
gl_Position = projection*(view*(model*vec4(vertex,0.0,1.0)));
}

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@ -1,11 +0,0 @@
/* Freetype GL - A C OpenGL Freetype engine
*
* Distributed under the OSI-approved BSD 2-Clause License. See accompanying
* file `LICENSE` for more details.
*/
uniform sampler2D texture;
void main()
{
float a = texture2D(texture, gl_TexCoord[0].xy).r;
gl_FragColor = vec4(gl_Color.rgb, gl_Color.a*a);
}

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@ -1,18 +0,0 @@
/* Freetype GL - A C OpenGL Freetype engine
*
* Distributed under the OSI-approved BSD 2-Clause License. See accompanying
* file `LICENSE` for more details.
*/
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
attribute vec3 vertex;
attribute vec2 tex_coord;
attribute vec4 color;
void main()
{
gl_TexCoord[0].xy = tex_coord.xy;
gl_FrontColor = color;
gl_Position = projection*(view*(model*vec4(vertex,1.0)));
}

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@ -1,4 +0,0 @@
// 2D drawing shader
void main() {
gl_FragColor = gl_Color;
}

View File

@ -1,13 +0,0 @@
// 2D drawing shader
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
attribute vec2 vertex;
attribute vec4 color;
void main()
{
gl_FrontColor = color;
gl_Position = projection*(view*(model*vec4(vertex,0.0,1.0)));
}

View File

@ -1,6 +0,0 @@
// 2D drawing shader
uniform sampler2D texture;
void main()
{
gl_FragColor = texture2D(texture, gl_TexCoord[0].xy) * gl_Color;
}

View File

@ -1,15 +0,0 @@
// 2D drawing shader - modified freetype-gl shader
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
attribute vec2 vertex;
attribute vec2 tex_coord;
attribute vec4 color;
void main()
{
gl_TexCoord[0].xy = tex_coord.xy;
gl_FrontColor = color;
gl_Position = projection*(view*(model*vec4(vertex,0.0,1.0)));
}

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@ -1,11 +0,0 @@
/* Freetype GL - A C OpenGL Freetype engine
*
* Distributed under the OSI-approved BSD 2-Clause License. See accompanying
* file `LICENSE` for more details.
*/
uniform sampler2D texture;
void main()
{
float a = texture2D(texture, gl_TexCoord[0].xy).r;
gl_FragColor = vec4(gl_Color.rgb, gl_Color.a*a);
}

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@ -1,18 +0,0 @@
/* Freetype GL - A C OpenGL Freetype engine
*
* Distributed under the OSI-approved BSD 2-Clause License. See accompanying
* file `LICENSE` for more details.
*/
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
attribute vec3 vertex;
attribute vec2 tex_coord;
attribute vec4 color;
void main()
{
gl_TexCoord[0].xy = tex_coord.xy;
gl_FrontColor = color;
gl_Position = projection*(view*(model*vec4(vertex,1.0)));
}

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@ -1,4 +0,0 @@
// 2D drawing shader
void main() {
gl_FragColor = gl_Color;
}

View File

@ -1,13 +0,0 @@
// 2D drawing shader
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
attribute vec2 vertex;
attribute vec4 color;
void main()
{
gl_FrontColor = color;
gl_Position = projection*(view*(model*vec4(vertex,0.0,1.0)));
}

View File

@ -1,6 +0,0 @@
// 2D drawing shader
uniform sampler2D texture;
void main()
{
gl_FragColor = texture2D(texture, gl_TexCoord[0].xy) * gl_Color;
}

View File

@ -1,15 +0,0 @@
// 2D drawing shader - modified freetype-gl shader
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
attribute vec2 vertex;
attribute vec2 tex_coord;
attribute vec4 color;
void main()
{
gl_TexCoord[0].xy = tex_coord.xy;
gl_FrontColor = color;
gl_Position = projection*(view*(model*vec4(vertex,0.0,1.0)));
}

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@ -1,11 +0,0 @@
/* Freetype GL - A C OpenGL Freetype engine
*
* Distributed under the OSI-approved BSD 2-Clause License. See accompanying
* file `LICENSE` for more details.
*/
uniform sampler2D texture;
void main()
{
float a = texture2D(texture, gl_TexCoord[0].xy).r;
gl_FragColor = vec4(gl_Color.rgb, gl_Color.a*a);
}

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@ -1,18 +0,0 @@
/* Freetype GL - A C OpenGL Freetype engine
*
* Distributed under the OSI-approved BSD 2-Clause License. See accompanying
* file `LICENSE` for more details.
*/
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
attribute vec3 vertex;
attribute vec2 tex_coord;
attribute vec4 color;
void main()
{
gl_TexCoord[0].xy = tex_coord.xy;
gl_FrontColor = color;
gl_Position = projection*(view*(model*vec4(vertex,1.0)));
}

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