From 9a2c78c4059d2be37d10adda397fb6e64f38ac02 Mon Sep 17 00:00:00 2001
From: Dispersia <dispersias@gmail.com>
Date: Sun, 11 Apr 2021 18:55:57 -0700
Subject: Upgrade wgpu

---
 wgpu/src/shader/quad.frag | 66 -----------------------------------------------
 1 file changed, 66 deletions(-)
 delete mode 100644 wgpu/src/shader/quad.frag

(limited to 'wgpu/src/shader/quad.frag')

diff --git a/wgpu/src/shader/quad.frag b/wgpu/src/shader/quad.frag
deleted file mode 100644
index ad1af1ad..00000000
--- a/wgpu/src/shader/quad.frag
+++ /dev/null
@@ -1,66 +0,0 @@
-#version 450
-
-layout(location = 0) in vec4 v_Color;
-layout(location = 1) in vec4 v_BorderColor;
-layout(location = 2) in vec2 v_Pos;
-layout(location = 3) in vec2 v_Scale;
-layout(location = 4) in float v_BorderRadius;
-layout(location = 5) in float v_BorderWidth;
-
-layout(location = 0) out vec4 o_Color;
-
-float distance(in vec2 frag_coord, in vec2 position, in vec2 size, float radius)
-{
-    // TODO: Try SDF approach: https://www.shadertoy.com/view/wd3XRN
-    vec2 inner_size = size - vec2(radius, radius) * 2.0;
-    vec2 top_left = position + vec2(radius, radius);
-    vec2 bottom_right = top_left + inner_size;
-
-    vec2 top_left_distance = top_left - frag_coord;
-    vec2 bottom_right_distance = frag_coord - bottom_right;
-
-    vec2 distance = vec2(
-        max(max(top_left_distance.x, bottom_right_distance.x), 0),
-        max(max(top_left_distance.y, bottom_right_distance.y), 0)
-    );
-
-    return sqrt(distance.x * distance.x + distance.y * distance.y);
-}
-
-void main() {
-    vec4 mixed_color;
-
-    // TODO: Remove branching (?)
-    if(v_BorderWidth > 0) {
-        float internal_border = max(v_BorderRadius - v_BorderWidth, 0);
-
-        float internal_distance = distance(
-            gl_FragCoord.xy,
-            v_Pos + vec2(v_BorderWidth),
-            v_Scale - vec2(v_BorderWidth * 2.0),
-            internal_border
-        );
-
-        float border_mix = smoothstep(
-            max(internal_border - 0.5, 0.0),
-            internal_border + 0.5,
-            internal_distance
-        );
-
-        mixed_color = mix(v_Color, v_BorderColor, border_mix);
-    } else {
-        mixed_color = v_Color;
-    }
-
-    float d = distance(
-        gl_FragCoord.xy,
-        v_Pos,
-        v_Scale,
-        v_BorderRadius
-    );
-
-    float radius_alpha =
-        1.0 - smoothstep(max(v_BorderRadius - 0.5, 0), v_BorderRadius + 0.5, d);
-
-    o_Color = vec4(mixed_color.xyz, mixed_color.w * radius_alpha);
-}
-- 
cgit