mirror of https://github.com/axmolengine/axmol.git
Remove unused shader
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@ -3,6 +3,7 @@ Copyright (c) 2011 Zynga Inc.
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Copyright (c) 2012 cocos2d-x.org
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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Copyright (c) 2020 c4games.com.
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http://www.cocos2d-x.org
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@ -45,7 +46,6 @@ NS_CC_BEGIN
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#include "renderer/shaders/positionColorLengthTexture.frag"
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#include "renderer/shaders/positionColorTextureAsPointsize.vert"
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#include "renderer/shaders/position.vert"
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#include "renderer/shaders/positionNoMVP.vert"
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#include "renderer/shaders/layer_radialGradient.frag"
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#include "renderer/shaders/ui_Gray.frag"
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#include "renderer/shaders/positionTextureUColor.vert"
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@ -1,40 +0,0 @@
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/****************************************************************************
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Copyright (c) 2016 Chukong Technologies Inc.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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const char* positionNoMVP_vert = R"(
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attribute vec4 a_position;
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#ifdef GL_ES
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varying lowp vec4 v_position;
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#else
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varying vec4 v_position;
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#endif
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void main()
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{
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gl_Position = a_position;
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v_position = a_position;
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}
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)";
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