diff --git a/data/shaders/spheremap.frag b/data/shaders/spheremap.frag deleted file mode 100644 index 1223853e2..000000000 --- a/data/shaders/spheremap.frag +++ /dev/null @@ -1,65 +0,0 @@ -// 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); - */ - } -} diff --git a/data/shaders/spheremap.vert b/data/shaders/spheremap.vert deleted file mode 100644 index 175568130..000000000 --- a/data/shaders/spheremap.vert +++ /dev/null @@ -1,51 +0,0 @@ -// 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); -}