NO_BILINEAR macro was never used in logo shader.

This commit is contained in:
Mari the Deer 2022-07-08 22:26:16 +02:00
commit 004e0cc3e3
2 changed files with 3 additions and 9 deletions

View file

@ -1,3 +1,3 @@
[default]
SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r165 \cu(Fri 8 Jul 22:22:35 CEST 2022)\c-";
SWWM_SHORTVER="\cw1.3pre r165 \cu(2022-07-08 22:22:35)\c-";
SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r167 \cu(Fri 8 Jul 22:26:26 CEST 2022)\c-";
SWWM_SHORTVER="\cw1.3pre r167 \cu(2022-07-08 22:26:26)\c-";

View file

@ -32,12 +32,7 @@ vec4 blacktoalpha( in vec4 src )
dst.a *= alpha;
return dst;
}
#ifdef NO_BILINEAR
vec4 BilinearSample( in sampler2D tex, in vec2 pos, in vec2 size, in vec2 pxsize )
{
return texture(tex,pos);
}
#else
vec4 BilinearSample( in sampler2D tex, in vec2 pos, in vec2 size, in vec2 pxsize )
{
vec2 f = fract(pos*size);
@ -50,7 +45,6 @@ vec4 BilinearSample( in sampler2D tex, in vec2 pos, in vec2 size, in vec2 pxsize
vec4 pInterp_q1 = mix(p0q1,p1q1,f.x);
return mix(pInterp_q0,pInterp_q1,f.y);
}
#endif
vec3 GradientMap( in vec3 color )
{