Remove unused shaders
This commit is contained in:
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bbf8a6c934
commit
73a20508ef
@ -1,13 +0,0 @@
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uniform float power;
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uniform sampler2D tex;
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out vec4 FragColor;
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void main()
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{
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vec4 col = texture(tex, gl_TexCoord[0].xy);
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if (col.a < 0.5)
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discard;
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FragColor = vec4(col.xyz, power);
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}
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@ -1,25 +0,0 @@
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#!/bin/sh
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#
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# Run a syntax check on all the shaders.
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#
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# The utility glslopt may be gotten from github.com/clbr/glsl-optimizer.
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out() {
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rm -f *.out
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echo Failed: $1
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exit 1
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}
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for vert in *.vert; do
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glslopt -v $vert
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[ $? -ne 0 ] && out $vert
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done
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for frag in *.frag; do
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glslopt -f $frag
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[ $? -ne 0 ] && out $frag
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done
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rm -f *.out
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@ -1,243 +0,0 @@
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//#define DOF_ENABLED
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#ifdef DOF_ENABLED
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uniform sampler2D tex;
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uniform sampler2D dtex;
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uniform vec3 inlevel;
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uniform vec2 outlevel;
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uniform mat4 invprojm;
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in vec2 uv;
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out vec4 FragColor;
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#define PI 3.14159265
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/* ---------------------------------------------------------------------------------------------- */
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// TEST
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/* ---------------------------------------------------------------------------------------------- */
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float width = 1920; //texture width
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float height = 1080; //texture height
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vec2 texel = vec2(1.0/width,1.0/height);
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//------------------------------------------
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//user variables
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int samples = 3; //samples on the first ring
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int rings = 5; //ring count
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bool autofocus = false; //use autofocus in shader? disable if you use external focalDepth value
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float focalDepth = 0.1;
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vec2 focus = vec2(0.5,0.5); // autofocus point on screen (0.0,0.0 - left lower corner, 1.0,1.0 - upper right)
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float range = 150.0; //focal range
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float maxblur = 1.25; //clamp value of max blur
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float threshold = 0.9; //highlight threshold;
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float gain = 10.0; //highlight gain;
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float bias = 0.4; //bokeh edge bias
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float fringe = 0.5; //bokeh chromatic aberration/fringing
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bool noise = true; //use noise instead of pattern for sample dithering
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float namount = 0.0001; //dither amount
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bool depthblur = false; //blur the depth buffer?
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float dbsize = 2.0; //depthblursize
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/* ---------------------------------------------------------------------------------------------- */
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// Function
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/* ---------------------------------------------------------------------------------------------- */
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vec3 color(vec2 coords,float blur) //processing the sample
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{
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vec3 col = vec3(0.0);
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col.r = texture2D(tex,coords + vec2(0.0,1.0)*texel*fringe*blur).r;
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col.g = texture2D(tex,coords + vec2(-0.866,-0.5)*texel*fringe*blur).g;
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col.b = texture2D(tex,coords + vec2(0.866,-0.5)*texel*fringe*blur).b;
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vec3 lumcoeff = vec3(0.299,0.587,0.114);
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float lum = dot(col.rgb, lumcoeff);
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float thresh = max((lum-threshold)*gain, 0.0);
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return col+mix(vec3(0.0),col,thresh*blur);
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}
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vec2 rand(in vec2 coord) //generating noise/pattern texture for dithering
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{
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float noiseX = ((fract(1.0-coord.s*(width/2.0))*0.25)+(fract(coord.t*(height/2.0))*0.75))*2.0-1.0;
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float noiseY = ((fract(1.0-coord.s*(width/2.0))*0.75)+(fract(coord.t*(height/2.0))*0.25))*2.0-1.0;
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if (noise)
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{
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noiseX = clamp(fract(sin(dot(coord ,vec2(12.9898,78.233))) * 43758.5453),0.0,1.0)*2.0-1.0;
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noiseY = clamp(fract(sin(dot(coord ,vec2(12.9898,78.233)*2.0)) * 43758.5453),0.0,1.0)*2.0-1.0;
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}
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return vec2(noiseX,noiseY);
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}
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void main()
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{
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//float depth = texture2D(dtex,uv).x;
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float curdepth = texture(dtex, uv).x;
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vec4 FragPos = invprojm * (2.0f * vec4(uv, curdepth, 1.0f) - 1.0f);
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FragPos /= FragPos.w;
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float depth = clamp((FragPos.z/180), 0., 1.);
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float blur = 0.0;
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blur = clamp((abs(depth - focalDepth)/range)*100.0,-maxblur,maxblur);
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vec2 noise = rand(uv)*namount*blur;
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float w = (1.0/width)*blur+noise.x;
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float h = (1.0/height)*blur+noise.y;
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vec3 col = texture2D(tex, uv).rgb;
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vec3 colDof = col;
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float s = 1.0;
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int ringsamples;
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for (int i = 1; i <= rings; i += 1)
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{
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ringsamples = i * samples;
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for (int j = 0 ; j < ringsamples ; j += 1)
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{
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float step = PI*2.0 / float(ringsamples);
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float pw = (cos(float(j)*step)*float(i));
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float ph = (sin(float(j)*step)*float(i));
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float p = 1.0;
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colDof += color(uv + vec2(pw*w,ph*h),blur)*mix(1.0,(float(i))/(float(rings)),bias)*p;
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s += 1.0*mix(1.0,(float(i))/(float(rings)),bias)*p;
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}
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}
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colDof /= s;
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// get color correction values
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float inBlack = inlevel.x;
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float inWhite = inlevel.z;
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float inGamma = inlevel.y;
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float outBlack = outlevel.x;
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float outWhite = outlevel.y;
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vec3 colOut = (pow(((col.rgb * 255.0) - inBlack) / (inWhite - inBlack),
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vec3(1.0 / inGamma)) * (outWhite - outBlack) + outBlack) / 255.0;
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depth = (1 - depth);
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vec3 final = colOut * depth + colDof.rgb * (1 - depth);
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vec2 inTex = uv - 0.5;
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float vignette = 1 - dot(inTex, inTex);
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vignette = clamp(pow(vignette, 0.8), 0., 1.) ;
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vignette = vignette + vignette - 0.5;
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final.rgb *= clamp(vignette, 0., 1.15);
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FragColor.rgb = final;
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FragColor.a = 1.0;
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}
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/*
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void main()
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{
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vec2 texc = uv;
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//texc.y = 1.0 - texc.y;
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vec4 col = texture(tex, texc);
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float curdepth = texture(dtex, uv).x;
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vec2 inTex = uv - 0.5;
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float vignette = 1 - dot(inTex, inTex);
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vec4 FragPos = invprojm * (2.0f * vec4(uv, curdepth, 1.0f) - 1.0f);
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FragPos /= FragPos.w;
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//col = col / (1 - col);
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float inBlack = inlevel.x;
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float inWhite = inlevel.z;
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float inGamma = inlevel.y;
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float outBlack = outlevel.x;
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float outWhite = outlevel.y;
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float depth1 = clamp((FragPos.z/180), 0., 1.);
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vec3 colOut = (pow(((col.rgb * 255.0) - inBlack) / (inWhite - inBlack),
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vec3(1.0 / inGamma)) * (outWhite - outBlack) + outBlack) / 255.0;
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depth1 = (1 - depth1);
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vec3 final = colOut * depth1 + col.rgb * (1 - depth1);
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vignette = clamp(pow(vignette, 0.8), 0., 1.) ;
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vignette = vignette + vignette - 0.5;
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final.rgb *= clamp(vignette, 0., 1.15);
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FragColor = vec4(final, 1.0);
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}*/
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#else
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uniform sampler2D tex;
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uniform sampler2D dtex;
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uniform vec3 inlevel;
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uniform vec2 outlevel;
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uniform mat4 invprojm;
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in vec2 uv;
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out vec4 FragColor;
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void main()
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{
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vec4 col = texture(tex, uv);
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float curdepth = texture(dtex, uv).x;
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vec4 FragPos = invprojm * (2.0 * vec4(uv, curdepth, 1.0f) - 1.0f);
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FragPos /= FragPos.w;
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float depth = clamp(FragPos.z / 180, 0., 1.);
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depth = (1 - depth);
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// Compute the vignette
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vec2 inside = uv - 0.5;
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float vignette = 1 - dot(inside, inside);
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vignette = clamp(pow(vignette, 0.8), 0., 1.);
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vignette = clamp(vignette + vignette - 0.5, 0., 1.15);
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float inBlack = inlevel.x;
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float inWhite = inlevel.z;
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float inGamma = inlevel.y;
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float outBlack = outlevel.x;
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float outWhite = outlevel.y;
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vec3 colSat = (pow(((col.rgb * 255.0) - inBlack) / (inWhite - inBlack),
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vec3(1.0 / inGamma)) * (outWhite - outBlack) + outBlack) / 255.0;
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vec3 colFinal = colSat * depth + col.rgb * (1 - depth);
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FragColor = vec4(colFinal * vignette, 1.0);
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//FragColor = vec4(vec3(depth), 1.0);
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}
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#endif
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@ -1,5 +0,0 @@
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uniform mat4 ModelViewProjectionMatrix;
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void main() {
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gl_Position = (ModelViewProjectionMatrix * gl_Vertex).xyww;
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}
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uniform sampler2D tex;
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in vec2 uv;
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out vec4 FragColor;
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float delta = .0001;
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void main()
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{
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vec3 weight = vec3(0.2125f, 0.7154f, 0.0721f);
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vec3 col = texture(tex, uv).xyz;
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float luma = dot(col, weight);
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FragColor = vec4(log(luma + delta));
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}
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uniform sampler2D tex;
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uniform vec2 texsize;
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uniform int notex;
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out vec4 FragColor;
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float miplevel(in vec2 texture_coordinate)
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{
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// The OpenGL Graphics System: A Specification 4.2
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// - chapter 3.9.11, equation 3.21
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vec2 dx_vtc = dFdx(texture_coordinate);
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vec2 dy_vtc = dFdy(texture_coordinate);
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float delta_max_sqr = max(dot(dx_vtc, dx_vtc), dot(dy_vtc, dy_vtc));
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return 0.5 * log2(delta_max_sqr); // == log2(sqrt(delta_max_sqr));
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}
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void main() {
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if (notex != 0) {
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FragColor = gl_Color;
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return;
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}
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// Buggy Intel windows driver workaround
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vec4 levels[6] = vec4[](
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vec4(0.0, 0.0, 1.0, 0.8),
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vec4(0.0, 0.5, 1.0, 0.4),
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vec4(1.0, 1.0, 1.0, 0.0),
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vec4(1.0, 0.7, 0.0, 0.2),
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vec4(1.0, 0.3, 0.0, 0.6),
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vec4(1.0, 0.0, 0.0, 0.8)
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);
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float mip = miplevel(texsize * gl_TexCoord[0].xy) + 2.0;
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mip = clamp(mip, 0.0, 5.0);
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int lowmip = int(mip);
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int highmip = lowmip + 1;
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if (highmip > 5)
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highmip = 5;
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float mixer = fract(mip);
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vec4 mixcol = mix(levels[lowmip], levels[highmip], mixer);
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vec4 tcol = texture(tex, gl_TexCoord[0].xy);
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vec3 col = mix(tcol.xyz, mixcol.xyz, mixcol.a);
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FragColor = vec4(col, tcol.a);
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}
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@ -1,69 +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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uniform sampler2D tex;
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uniform sampler2D glow_tex;
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uniform float transparency;
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uniform vec3 sun_pos;
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in vec2 uv_anim;
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in vec2 uv;
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in vec2 uv_cl;
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in vec3 vertex;
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in vec2 uv_fast;
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out vec4 FragColor;
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void main()
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{
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vec2 uv_temp = uv;
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vec3 V = normalize(vertex);
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vec3 L = normalize(vec3(sun_pos));
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vec3 col = texture(tex, vec2((L.y + 1.0) / 2.0, V.y)).xyz;
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float vl = clamp(dot(V, L), 0., 1.);
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float paint = texture(tex, uv_temp * 3).a;
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uv_temp += 20;
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//float paint2 = texture(tex, uv_temp * 5).a;
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float paint2 = texture(tex, uv * 5.).a;
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// Get the general cloud mask
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float hello = texture(glow_tex, (uv_cl + paint2 * 0.07) *2.).g;
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float cld_mask = texture(glow_tex, (uv_anim + hello * 0.007 )).r;
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vec2 fast = vec2(-uv_fast.x, uv_fast.y);// + (hello * 0.007);
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float cld_fast = texture(glow_tex, fast ).r;
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cld_mask = (cld_mask * hello * 0.5);
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cld_fast = (cld_fast * hello );
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col = cld_mask + col*(1. - cld_mask);
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col = cld_fast + col*(1. - cld_fast);
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FragColor = vec4( vec3(col * paint * paint2), 1.0);
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//FragColor = vec4(vec3(ou), 1.0);
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}
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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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// Creates a bubble (wave) effect by distorting the texture depending on time
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uniform mat4 ModelViewProjectionMatrix;
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uniform float time;
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out vec2 uv;
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out vec2 uv_anim;
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out vec2 uv_cl;
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out vec2 uv_fast;
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out vec3 vertex;
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void main()
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{
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uv = gl_MultiTexCoord0.st;
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gl_Position = ModelViewProjectionMatrix * gl_Vertex;
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float delta_x = cos(time*3.0) * sin( 4.0 * gl_TexCoord[0].st.s * 6.28318531 );
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float delta_y = cos(time*2.0) * sin( 3.0 * gl_TexCoord[0].st.t * 6.28318531 );
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vertex = gl_Vertex.xyz;
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uv_anim = uv + vec2(0.002*time, 0);
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uv_cl = uv + vec2(-0.001*time, 0);
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uv_fast = uv + vec2(0.005*time, 0);
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}
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@ -1,58 +0,0 @@
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// Shader based on work by Fabien Sanglard
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// Released under the terms of CC-BY 3.0
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#version 330 compatibility
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uniform sampler2D BumpTex1; // Normal map 1
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uniform sampler2D BumpTex2; // Normal map 2
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uniform sampler2D DecalTex; //The texture
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uniform vec2 delta1;
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uniform vec2 delta2;
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in vec3 lightVec;
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in vec3 halfVec;
|
||||
in vec3 eyeVec;
|
||||
in vec2 uv;
|
||||
out vec4 FragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
// lookup normal from normal map, move from [0,1] to [-1, 1] range, normalize
|
||||
vec3 normal = 2.0 * texture (BumpTex1, uv + delta1).rgb - 1.0;
|
||||
vec3 normal2 = 2.0 * texture (BumpTex2, uv + delta2).rgb - 1.0;
|
||||
|
||||
// scale normals
|
||||
normal.y = 4.0*normal.y;
|
||||
normal2.y = 4.0*normal2.y;
|
||||
|
||||
normal = (normalize(normal) + normalize(normal2))/2.0;
|
||||
|
||||
// compute diffuse lighting
|
||||
float lamberFactor = max (dot (lightVec, normal), 0.0);
|
||||
vec4 diffuseMaterial;
|
||||
vec4 diffuseLight;
|
||||
|
||||
diffuseMaterial = texture (DecalTex, uv + vec2(delta1.x, 0.0));
|
||||
diffuseLight = vec4(1.0, 1.0, 1.0, 1.0);
|
||||
|
||||
vec3 col = diffuseMaterial.xyz * (0.3 + lamberFactor*0.7);
|
||||
|
||||
// specular (phong)
|
||||
vec3 R = normalize(reflect(lightVec, normal));
|
||||
float specular = max(dot(R, eyeVec), 0.0);
|
||||
|
||||
// weak specular
|
||||
specular = specular*specular;
|
||||
specular = specular*specular;
|
||||
float specular_weak = specular*0.05;
|
||||
col += vec3(specular_weak, specular_weak, specular_weak);
|
||||
|
||||
// strong specular
|
||||
specular = specular*specular;
|
||||
float specular_strong = specular*0.3;
|
||||
col += vec3(specular_strong, specular_strong, specular_strong);
|
||||
|
||||
float summed = dot(vec3(1.0), col) / 3.0;
|
||||
float alpha = 0.9 + 0.1 * smoothstep(0.0, 1.0, summed);
|
||||
|
||||
FragColor = vec4(col, alpha);
|
||||
}
|
@ -1,55 +0,0 @@
|
||||
// Shader based on work by Fabien Sanglard
|
||||
// Released under the terms of CC-BY 3.0
|
||||
#version 330 compatibility
|
||||
uniform float speed;
|
||||
uniform float height;
|
||||
uniform float waveLength;
|
||||
|
||||
uniform vec3 lightdir;
|
||||
|
||||
out vec3 lightVec;
|
||||
out vec3 halfVec;
|
||||
out vec3 eyeVec;
|
||||
out vec2 uv;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 pos = gl_Vertex;
|
||||
|
||||
pos.y += (sin(pos.x/waveLength + speed) + cos(pos.z/waveLength + speed)) * height;
|
||||
|
||||
vec3 vertexPosition = vec3(gl_ModelViewMatrix * pos);
|
||||
|
||||
// Building the matrix Eye Space -> Tangent Space
|
||||
vec3 n = normalize (gl_NormalMatrix * gl_Normal);
|
||||
// gl_MultiTexCoord1.xyz
|
||||
vec3 t = normalize (gl_NormalMatrix * vec3(1.0, 0.0, 0.0)); // tangent
|
||||
vec3 b = cross (n, 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, n);
|
||||
lightVec = normalize (v);
|
||||
|
||||
vertexPosition = normalize(vertexPosition);
|
||||
|
||||
eyeVec = normalize(-vertexPosition); // we are in Eye Coordinates, so EyePos is (0,0,0)
|
||||
|
||||
// Normalize the halfVector to pass it to the fragment shader
|
||||
|
||||
// No need to divide by two, the result is normalized anyway.
|
||||
// vec3 halfVector = normalize((vertexPosition + lightDir) / 2.0);
|
||||
vec3 halfVector = normalize(vertexPosition + lightdir);
|
||||
v.x = dot (halfVector, t);
|
||||
v.y = dot (halfVector, b);
|
||||
v.z = dot (halfVector, n);
|
||||
|
||||
// No need to normalize, t,b,n and halfVector are normal vectors.
|
||||
//normalize (v);
|
||||
halfVec = v ;
|
||||
|
||||
gl_Position = gl_ModelViewProjectionMatrix * pos;
|
||||
uv = (gl_TextureMatrix[0] * gl_MultiTexCoord0).st;
|
||||
}
|
Loading…
Reference in New Issue
Block a user