chore: remove shader patches as they shouldn't be needed anymore

This commit is contained in:
Almamu 2025-04-01 23:24:00 +02:00
parent 1e18f760d7
commit 89e4431345
5 changed files with 0 additions and 68 deletions

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@ -10,8 +10,6 @@ set_property(GLOBAL PROPERTY OS_FOLDERS ON)
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/CMakeModules")
set(OpenGL_GL_PREFERENCE "LEGACY")
set(DATADIR ${CMAKE_INSTALL_PREFIX}/share/${PROJECT_NAME})
set(PATCHESDIR ${DATADIR}/patches/)
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
if(NOT ERRORONLY)
@ -22,7 +20,6 @@ set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-narrowing")
# if you're developing you might find this debug option useful for shader output, although RenderDoc is encouraged
add_compile_definitions(ERRORONLY=${ERRORONLY})
add_compile_definitions(DATADIR="${DATADIR}")
find_package(X11)
find_package(OpenGL REQUIRED)
@ -507,4 +504,3 @@ endif()
# set some install parameters if not in debug mode
install(DIRECTORY ${TARGET_OUTPUT_DIRECTORY}/ DESTINATION .)
install(FILES ${TARGET_OUTPUT_DIRECTORY}/${PROJECT_NAME} PERMISSIONS OWNER_READ OWNER_WRITE WORLD_EXECUTE WORLD_READ GROUP_READ DESTINATION .)
install(DIRECTORY share/ DESTINATION ./share)

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@ -1,14 +0,0 @@
{
"patches": [
{
"matches": [
"uniform float u_pointerSpeed;",
"uniform vec2 g_PointerPosition;",
"float pointer= g_PointerPosition.xy * u_pointerSpeed;"
],
"replacements": {
"float pointer= g_PointerPosition.xy * u_pointerSpeed;": "float pointer= (g_PointerPosition.xy * u_pointerSpeed).x;"
}
}
]
}

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@ -1,13 +0,0 @@
{
"patches": [
{
"matches": [
"uniform float g_Chromatic;",
"g_AudioSpectrum16Left[g_Chromatic]"
],
"replacements": {
"g_AudioSpectrum16Left[g_Chromatic]": "g_AudioSpectrum16Left[int(g_Chromatic)]"
}
}
]
}

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@ -1,16 +0,0 @@
{
"patches": [
{
"matches": [
"varying vec2 v_TexCoord;",
"vec4 scene= texSample2D(g_Texture0, v_TexCoord);",
"float mask= texSample2D(g_Texture1, v_TexCoord.zw).r;"
],
"replacements": {
"varying vec2 v_TexCoord;": "varying vec4 v_TexCoord;",
"vec4 scene= texSample2D(g_Texture0, v_TexCoord);": "vec4 scene= texSample2D(g_Texture0, v_TexCoord.xy);",
"vec3 colour= vec3(pow(abs(c), u_WaveColor * u_Brightness));": "vec3 colour= vec3(pow(abs(c), (u_WaveColor * u_Brightness).x));"
}
}
]
}

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@ -66,27 +66,6 @@ void CWallpaperApplication::setupContainer (CCombinedContainer& container, const
sLog.exception ("Cannot find a valid assets folder, resolved to ", this->m_context.settings.general.assets);
}
// add two possible patches directories to the container
// hopefully one sticks
bool relative = true;
bool absolute = true;
try {
container.add (new CDirectory ("../share/"));
} catch (CAssetLoadException&) {
relative = false;
}
try {
container.add (new CDirectory (DATADIR));
} catch (CAssetLoadException&) {
absolute = false;
}
if (!relative && !absolute)
sLog.error ("WARNING: Shader patches directory cannot be found, this might make some backgrounds not work "
"properly");
// TODO: move this somewhere else?
auto* virtualContainer = new CVirtualContainer ();