diff --git a/resources/shaders/options_110.fs b/resources/shaders/options_110.fs deleted file mode 100644 index ab656998df..0000000000 --- a/resources/shaders/options_110.fs +++ /dev/null @@ -1,8 +0,0 @@ -#version 110 - -uniform vec4 uniform_color; - -void main() -{ - gl_FragColor = uniform_color; -} diff --git a/resources/shaders/options_110.vs b/resources/shaders/options_110.vs deleted file mode 100644 index 5f2ab23504..0000000000 --- a/resources/shaders/options_110.vs +++ /dev/null @@ -1,22 +0,0 @@ -#version 110 - -uniform bool use_fixed_screen_size; -uniform float zoom; -uniform float point_size; -uniform float near_plane_height; - -float fixed_screen_size() -{ - return point_size; -} - -float fixed_world_size() -{ - return (gl_Position.w == 1.0) ? zoom * near_plane_height * point_size : near_plane_height * point_size / gl_Position.w; -} - -void main() -{ - gl_Position = ftransform(); - gl_PointSize = use_fixed_screen_size ? fixed_screen_size() : fixed_world_size(); -} diff --git a/resources/shaders/options_120.fs b/resources/shaders/options_120.fs deleted file mode 100644 index e9b61304f2..0000000000 --- a/resources/shaders/options_120.fs +++ /dev/null @@ -1,22 +0,0 @@ -// version 120 is needed for gl_PointCoord -#version 120 - -uniform vec4 uniform_color; -uniform float percent_outline_radius; -uniform float percent_center_radius; - -vec4 calc_color(float radius, vec4 color) -{ - return ((radius < percent_center_radius) || (radius > 1.0 - percent_outline_radius)) ? - vec4(0.5 * color.rgb, color.a) : color; -} - -void main() -{ - vec2 pos = (gl_PointCoord - 0.5) * 2.0; - float radius = length(pos); - if (radius > 1.0) - discard; - - gl_FragColor = calc_color(radius, uniform_color); -} diff --git a/resources/shaders/options_120.vs b/resources/shaders/options_120.vs deleted file mode 100644 index edb503fb2b..0000000000 --- a/resources/shaders/options_120.vs +++ /dev/null @@ -1,22 +0,0 @@ -#version 120 - -uniform bool use_fixed_screen_size; -uniform float zoom; -uniform float point_size; -uniform float near_plane_height; - -float fixed_screen_size() -{ - return point_size; -} - -float fixed_world_size() -{ - return (gl_Position.w == 1.0) ? zoom * near_plane_height * point_size : near_plane_height * point_size / gl_Position.w; -} - -void main() -{ - gl_Position = ftransform(); - gl_PointSize = use_fixed_screen_size ? fixed_screen_size() : fixed_world_size(); -}