mirror of
https://github.com/Almamu/linux-wallpaperengine.git
synced 2025-09-14 05:46:48 +08:00
chore: remove shader patches as they shouldn't be needed anymore
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parent
1e18f760d7
commit
89e4431345
@ -10,8 +10,6 @@ set_property(GLOBAL PROPERTY OS_FOLDERS ON)
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set(CMAKE_CXX_STANDARD 17)
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set(CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/CMakeModules")
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set(OpenGL_GL_PREFERENCE "LEGACY")
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set(DATADIR ${CMAKE_INSTALL_PREFIX}/share/${PROJECT_NAME})
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set(PATCHESDIR ${DATADIR}/patches/)
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set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
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if(NOT ERRORONLY)
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@ -22,7 +20,6 @@ set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-narrowing")
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# if you're developing you might find this debug option useful for shader output, although RenderDoc is encouraged
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add_compile_definitions(ERRORONLY=${ERRORONLY})
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add_compile_definitions(DATADIR="${DATADIR}")
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find_package(X11)
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find_package(OpenGL REQUIRED)
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@ -507,4 +504,3 @@ endif()
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# set some install parameters if not in debug mode
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install(DIRECTORY ${TARGET_OUTPUT_DIRECTORY}/ DESTINATION .)
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install(FILES ${TARGET_OUTPUT_DIRECTORY}/${PROJECT_NAME} PERMISSIONS OWNER_READ OWNER_WRITE WORLD_EXECUTE WORLD_READ GROUP_READ DESTINATION .)
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install(DIRECTORY share/ DESTINATION ./share)
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@ -1,14 +0,0 @@
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{
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"patches": [
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{
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"matches": [
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"uniform float u_pointerSpeed;",
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"uniform vec2 g_PointerPosition;",
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"float pointer= g_PointerPosition.xy * u_pointerSpeed;"
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],
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"replacements": {
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"float pointer= g_PointerPosition.xy * u_pointerSpeed;": "float pointer= (g_PointerPosition.xy * u_pointerSpeed).x;"
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}
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}
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]
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}
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@ -1,13 +0,0 @@
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{
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"patches": [
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{
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"matches": [
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"uniform float g_Chromatic;",
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"g_AudioSpectrum16Left[g_Chromatic]"
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],
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"replacements": {
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"g_AudioSpectrum16Left[g_Chromatic]": "g_AudioSpectrum16Left[int(g_Chromatic)]"
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}
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}
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]
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}
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@ -1,16 +0,0 @@
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{
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"patches": [
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{
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"matches": [
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"varying vec2 v_TexCoord;",
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"vec4 scene= texSample2D(g_Texture0, v_TexCoord);",
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"float mask= texSample2D(g_Texture1, v_TexCoord.zw).r;"
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],
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"replacements": {
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"varying vec2 v_TexCoord;": "varying vec4 v_TexCoord;",
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"vec4 scene= texSample2D(g_Texture0, v_TexCoord);": "vec4 scene= texSample2D(g_Texture0, v_TexCoord.xy);",
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"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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}
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}
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]
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}
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@ -66,27 +66,6 @@ void CWallpaperApplication::setupContainer (CCombinedContainer& container, const
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sLog.exception ("Cannot find a valid assets folder, resolved to ", this->m_context.settings.general.assets);
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}
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// add two possible patches directories to the container
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// hopefully one sticks
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bool relative = true;
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bool absolute = true;
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try {
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container.add (new CDirectory ("../share/"));
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} catch (CAssetLoadException&) {
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relative = false;
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}
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try {
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container.add (new CDirectory (DATADIR));
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} catch (CAssetLoadException&) {
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absolute = false;
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}
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if (!relative && !absolute)
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sLog.error ("WARNING: Shader patches directory cannot be found, this might make some backgrounds not work "
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"properly");
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// TODO: move this somewhere else?
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auto* virtualContainer = new CVirtualContainer ();
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