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-rw-r--r--src/render/shaders/glsl/CMrgbadiscard.frag44
1 files changed, 0 insertions, 44 deletions
diff --git a/src/render/shaders/glsl/CMrgbadiscard.frag b/src/render/shaders/glsl/CMrgbadiscard.frag
deleted file mode 100644
index 9be2ed97..00000000
--- a/src/render/shaders/glsl/CMrgbadiscard.frag
+++ /dev/null
@@ -1,44 +0,0 @@
-#version 300 es
-#extension GL_ARB_shading_language_include : enable
-
-precision highp float;
-in vec2 v_texcoord;
-uniform sampler2D tex;
-
-uniform int sourceTF; // eTransferFunction
-uniform int targetTF; // eTransferFunction
-uniform mat3 targetPrimariesXYZ;
-
-uniform float alpha;
-
-uniform bool discardOpaque;
-uniform bool discardAlpha;
-uniform float discardAlphaValue;
-
-uniform bool applyTint;
-uniform vec3 tint;
-
-#include "rounding.glsl"
-#include "CM.glsl"
-
-layout(location = 0) out vec4 fragColor;
-void main() {
- vec4 pixColor = texture(tex, v_texcoord);
-
- if (discardOpaque && pixColor.a * alpha == 1.0)
- discard;
-
- if (discardAlpha && pixColor.a <= discardAlphaValue)
- discard;
-
- // this shader shouldn't be used when skipCM == 1
- pixColor = doColorManagement(pixColor, sourceTF, targetTF, targetPrimariesXYZ);
-
- if (applyTint)
- pixColor.rgb *= tint;
-
- if (radius > 0.0)
- pixColor = rounding(pixColor);
-
- fragColor = pixColor * alpha;
-}