Remove unused spheremap.vert/frag

This commit is contained in:
Vincent Lejeune 2014-01-18 17:26:01 +01:00
parent 42e6da443a
commit 002bb9c276
2 changed files with 0 additions and 116 deletions

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

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// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2013 the SuperTuxKart team
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 3
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#version 130
uniform mat4 ModelViewProjectionMatrix;
uniform mat4 TransposeInverseModelView;
uniform vec3 lightdir;
noperspective out vec3 normal;
out vec4 vertex_color;
noperspective out vec3 eyeVec;
noperspective out vec3 lightVec;
void main()
{
gl_Position = ModelViewProjectionMatrix * gl_Vertex;
vertex_color = gl_Color;
//vec3 normal3 = normalize(gl_Normal);
//vec4 normal4 = vec4(normal3.x, normal3.y, normal3.z, 0.0)*gl_ModelViewMatrix;
//normal = normal4.xyz;
eyeVec = normalize(-gl_Position).xyz; // we are in Eye Coordinates, so EyePos is (0,0,0)
normal = normalize((TransposeInverseModelView * vec4(gl_Normal, 1.)).xyz);
// Building the matrix Eye Space -> Tangent Space
// gl_MultiTexCoord1.xyz
vec3 t = normalize ((TransposeInverseModelView * vec4(0.0, 0.0, 1.0, 1.)).xyz); // tangent
vec3 b = cross (normal, t);
// transform light and half angle vectors by tangent basis
vec3 v;
v.x = dot(lightdir, t);
v.y = dot(lightdir, b);
v.z = dot(lightdir, normal);
lightVec = normalize (v);
}