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gl_engine: --unused code
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8f022b3642
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3 changed files with 2 additions and 9 deletions
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@ -161,9 +161,7 @@ struct GlCompositor : RenderCompositor
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GlCompositor(const RenderRegion& box) : bbox(box) {}
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};
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#define GL_GAUSSIAN_MAX_LEVEL 3
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struct GlGaussianBlur {
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int level{};
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float sigma{};
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float scale{};
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float extend{};
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@ -953,7 +953,6 @@ void GlRenderer::effectGaussianBlurUpdate(RenderEffectGaussianBlur* effect, cons
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blur->sigma = effect->sigma;
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blur->scale = std::sqrt(transform.e11 * transform.e11 + transform.e12 * transform.e12);
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blur->extend = 2 * blur->sigma * blur->scale;
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blur->level = int(GL_GAUSSIAN_MAX_LEVEL * ((effect->quality - 1) * 0.01f)) + 1;
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effect->rd = blur;
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effect->valid = true;
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}
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@ -972,7 +971,6 @@ void GlRenderer::effectDropShadowUpdate(RenderEffectDropShadow* effect, const Ma
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};
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dropShadow->sigma = sigma;
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dropShadow->scale = scale;
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dropShadow->level = int(GL_GAUSSIAN_MAX_LEVEL * ((effect->quality - 1) * 0.01f)) + 1;
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dropShadow->color[3] = effect->color[3] / 255.0f;
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//Drop shadow effect applies blending in the shader (GL_BLEND disabled), so the color should be premultiplied:
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dropShadow->color[0] = effect->color[0] / 255.0f * dropShadow->color[3];
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@ -1189,8 +1187,8 @@ bool GlRenderer::render(TVG_UNUSED RenderCompositor* cmp, const RenderEffect* ef
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task->setDrawRange(ioffset, 6);
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// add task to render pipeline
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pass->addRenderTask(task);
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}
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return false;
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} else return false;
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return true;
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}
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@ -740,7 +740,6 @@ void main()
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const char* GAUSSIAN_VERTICAL = R"(
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uniform sampler2D uSrcTexture;
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layout(std140) uniform Gaussian {
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int level;
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float sigma;
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float scale;
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float extend;
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@ -776,7 +775,6 @@ void main()
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const char* GAUSSIAN_HORIZONTAL = R"(
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uniform sampler2D uSrcTexture;
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layout(std140) uniform Gaussian {
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int level;
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float sigma;
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float scale;
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float extend;
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@ -813,7 +811,6 @@ const char* EFFECT_DROPSHADOW = R"(
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uniform sampler2D uSrcTexture;
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uniform sampler2D uBlrTexture;
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layout(std140) uniform DropShadow {
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int level;
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float sigma;
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float scale;
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float extend;
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