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Remove old references to point shaders
1 parent 4168bc9 commit d179932

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src/core/p5.Renderer3D.js

Lines changed: 0 additions & 39 deletions
Original file line numberDiff line numberDiff line change
@@ -206,11 +206,9 @@ export class Renderer3D extends Renderer {
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this._defaultImmediateModeShader = undefined;
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this._defaultNormalShader = undefined;
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this._defaultColorShader = undefined;
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this._defaultPointShader = undefined;
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this.states.userFillShader = undefined;
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this.states.userStrokeShader = undefined;
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this.states.userPointShader = undefined;
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this.states.userImageShader = undefined;
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this.states.curveDetail = 1 / 4;
@@ -1374,15 +1372,6 @@ export class Renderer3D extends Renderer {
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return this._getColorShader();
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}
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_getPointShader() {
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// select the point shader to use
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const point = this.states.userPointShader;
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if (!point || !point.isPointShader()) {
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return this._getPointShader();
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}
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return point;
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}
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baseMaterialShader() {
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return this._getLightShader();
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}
@@ -1395,34 +1384,6 @@ export class Renderer3D extends Renderer {
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return this._getColorShader();
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}
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/**
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* TODO(dave): un-private this when there is a way to actually override the
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* shader used for points
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*
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* Get the shader used when drawing points with <a href="#/p5/point">`point()`</a>.
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*
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* You can call <a href="#/p5.Shader/modify">`pointShader().modify()`</a>
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* and change any of the following hooks:
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* - `void beforeVertex`: Called at the start of the vertex shader.
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* - `vec3 getLocalPosition`: Update the position of vertices before transforms are applied. It takes in `vec3 position` and must return a modified version.
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* - `vec3 getWorldPosition`: Update the position of vertices after transforms are applied. It takes in `vec3 position` and pust return a modified version.
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* - `float getPointSize`: Update the size of the point. It takes in `float size` and must return a modified version.
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* - `void afterVertex`: Called at the end of the vertex shader.
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* - `void beforeFragment`: Called at the start of the fragment shader.
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* - `bool shouldDiscard`: Points are drawn inside a square, with the corners discarded in the fragment shader to create a circle. Use this to change this logic. It takes in a `bool willDiscard` and must return a modified version.
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* - `vec4 getFinalColor`: Update the final color after mixing. It takes in a `vec4 color` and must return a modified version.
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* - `void afterFragment`: Called at the end of the fragment shader.
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*
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* Call `pointShader().inspectHooks()` to see all the possible hooks and
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* their default implementations.
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*
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* @returns {p5.Shader} The `point()` shader
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* @private()
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*/
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pointShader() {
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return this._getPointShader();
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}
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baseStrokeShader() {
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return this._getLineShader();
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}

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