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