Remove unused spheremap.vert/frag
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// SuperTuxKart - a fun racing game with go-kart
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// Copyright (C) 2013 the SuperTuxKart team
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 3
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// of the License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#version 130
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uniform sampler2D texture;
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uniform vec3 lightdir;
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noperspective in vec3 normal;
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in vec4 vertex_color;
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noperspective in vec3 eyeVec;
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noperspective in vec3 lightVec;
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void main()
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{
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vec3 forward = vec3(0.0, 0.0, 1.0);
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// get the angle between the forward vector and the horizontal portion of the normal
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vec3 normal_x = normalize(vec3(normal.x, 0.0, normal.z));
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float sin_theta_x = length(cross( forward, normal_x )) * normal.x/abs(normal.x);
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// get the angle between the forward vector and the vertical portion of the normal
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vec3 normal_y = normalize(vec3(0.0, normal.y, normal.z));
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float sin_theta_y = length(cross( forward, normal_y ))* normal.y/abs(normal.y);
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vec4 detail0 = texture2D(texture, vec2(0.5 + sin_theta_x*0.5, 0.5 + sin_theta_y*0.5));
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gl_FragColor = detail0 * (0.5 + dot(lightdir, normal)) * vertex_color; // 0.5 is the ambient light.
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//gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
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// specular (phong)
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vec3 R = normalize(reflect(lightVec, normal));
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float specular = max(dot(R,eyeVec),0.0);
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//gl_FragColor = vec4(specular, specular, specular, 1.0);
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if (specular > 0.0)
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{
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// weak specular
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specular = specular*specular;
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specular = specular*specular;
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float specular_weak = specular*2.0; //max(specular*1.1, 1.0);
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gl_FragColor += vec4(specular_weak, specular_weak, specular_weak, 0.0);
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/*
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// strong specular
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specular = specular*specular;
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float specular_strong = specular;
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gl_FragColor += vec4(specular_strong, specular_strong, specular_strong, 0.0);
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*/
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}
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}
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@ -1,51 +0,0 @@
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// SuperTuxKart - a fun racing game with go-kart
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// Copyright (C) 2013 the SuperTuxKart team
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 3
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// of the License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#version 130
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uniform mat4 ModelViewProjectionMatrix;
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uniform mat4 TransposeInverseModelView;
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uniform vec3 lightdir;
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noperspective out vec3 normal;
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out vec4 vertex_color;
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noperspective out vec3 eyeVec;
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noperspective out vec3 lightVec;
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void main()
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{
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gl_Position = ModelViewProjectionMatrix * gl_Vertex;
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vertex_color = gl_Color;
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//vec3 normal3 = normalize(gl_Normal);
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//vec4 normal4 = vec4(normal3.x, normal3.y, normal3.z, 0.0)*gl_ModelViewMatrix;
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//normal = normal4.xyz;
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eyeVec = normalize(-gl_Position).xyz; // we are in Eye Coordinates, so EyePos is (0,0,0)
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normal = normalize((TransposeInverseModelView * vec4(gl_Normal, 1.)).xyz);
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// Building the matrix Eye Space -> Tangent Space
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// gl_MultiTexCoord1.xyz
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vec3 t = normalize ((TransposeInverseModelView * vec4(0.0, 0.0, 1.0, 1.)).xyz); // tangent
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vec3 b = cross (normal, t);
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// transform light and half angle vectors by tangent basis
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vec3 v;
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v.x = dot(lightdir, t);
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v.y = dot(lightdir, b);
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v.z = dot(lightdir, normal);
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lightVec = normalize (v);
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}
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