Shaders: Remove some unused shaders.
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@ -1,17 +0,0 @@
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#version 130
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uniform float far;
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uniform float objectid;
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uniform sampler2D tex;
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noperspective in vec3 nor;
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in vec2 uv;
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out vec4 Albedo;
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out vec4 NormalDepth;
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out vec4 Specular;
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void main()
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{
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Albedo = texture(tex, uv);
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NormalDepth = vec4(0.5 * normalize(nor) + 0.5, gl_FragCoord.z);
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Specular = vec4(0.);
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}
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@ -1,18 +0,0 @@
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#version 130
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uniform vec3 windDir;
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uniform mat4 ModelViewProjectionMatrix;
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uniform mat4 TransposeInverseModelView;
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noperspective out vec3 nor;
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out vec2 uv;
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void main()
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{
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uv = gl_MultiTexCoord0.st;
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vec4 vertexPosition = gl_Vertex;
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vertexPosition.xyz += windDir * gl_Color.r;
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nor = (TransposeInverseModelView * vec4(gl_Normal, 1.)).xyz;
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gl_Position = ModelViewProjectionMatrix * vertexPosition;
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}
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@ -1,39 +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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// Jean-manuel clemencon (c) supertuxkart 2013
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// bubble gum shield
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// TODO: Add a nice texture and soft edges when intersect with geometry
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#version 130
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uniform sampler2D tex;
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uniform float transparency;
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in vec2 uv;
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noperspective in vec3 eyeVec;
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noperspective in vec3 normal;
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out vec4 FragColor;
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void main()
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{
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float inter = dot(normal, eyeVec);
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float m = texture(tex, vec2(0.5, uv.y)).r;
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inter = 1.0 - inter;
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float alpha = inter + 1.0;// * m;
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FragColor = vec4(0.8, 0.16, 0.48, alpha);
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}
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@ -1,43 +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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// Jean-manuel clemencon (c) supertuxkart 2013
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// Creates a bubble gum shield effect
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// ---
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// TODO: The texture should reflect the strength of the shield,
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// such that the user gets to know whether the shield has several
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// "layers" or whether the shield is about to break.
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#version 130
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uniform mat4 ModelViewMatrix;
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uniform mat4 ProjectionMatrix;
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uniform mat4 TransposeInverseModelView;
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out vec2 uv;
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noperspective out vec3 eyeVec;
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noperspective out vec3 normal;
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void main()
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{
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vec4 viewp = ModelViewMatrix * gl_Vertex;
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eyeVec = normalize(-viewp).xyz;
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normal = (TransposeInverseModelView * vec4(gl_Normal, 1.).xyz;
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gl_Position = ProjectionMatrix * viewp;
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uv = (gl_TextureMatrix[0] * gl_MultiTexCoord0).st;
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}
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@ -1,40 +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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// Jean-manuel clemencon supertuxkart
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// Creates a cone lightbeam effect by smoothing edges
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// Original idea: http://udn.epicgames.com/Three/VolumetricLightbeamTutorial.html
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// TODO: Soft edges when it intesects geometry
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// Some artefacts are still visible
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#version 130
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uniform sampler2D tex;
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uniform float transparency;
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in vec2 uv;
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noperspective in vec3 eyeVec;
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noperspective in vec3 normal;
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out vec4 FragColor;
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void main()
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{
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float inter = dot(normal, eyeVec);
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float m = texture(tex, vec2(0.5, uv.y)).r;
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float alpha = inter * inter * inter * inter * m;
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FragColor = vec4(1.0, 1.0, 0.8, alpha);
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}
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@ -1,39 +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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// Jean-manuel clemencon (C) Copyright supertuxkart
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// Creates a cone lightbeam effect by smoothing edges
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#version 130
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uniform mat4 ModelViewMatrix;
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uniform mat4 ProjectionMatrix;
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uniform mat4 TransposeInverseModelView;
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out vec2 uv;
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noperspective out vec3 eyeVec;
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noperspective out vec3 normal;
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void main()
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{
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vec4 viewp = ModelViewMatrix * gl_Vertex;
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eyeVec = normalize(-viewp).xyz;
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normal = (TransposeInverseModelView * vec4(gl_Normal, 1.).xyz;
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gl_Position = ProjectionMatrix * viewp;
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uv = gl_MultiTexCoord0.st;
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}
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@ -121,9 +121,9 @@ void Shaders::loadShaders()
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m_shaders[ES_SPHERE_MAP] = glsl_noinput(dir + "objectpass.vert", dir + "objectpass_spheremap.frag");
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m_shaders[ES_GRASS] = glslmat(dir + "grass.vert", dir + "grass.frag",
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m_shaders[ES_GRASS] = glslmat(std::string(""), dir + "pass.frag",
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m_callbacks[ES_GRASS], EMT_TRANSPARENT_ALPHA_CHANNEL);
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m_shaders[ES_GRASS_REF] = glslmat(dir + "grass.vert", dir + "grass.frag",
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m_shaders[ES_GRASS_REF] = glslmat(std::string(""), dir + "pass.frag",
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m_callbacks[ES_GRASS], EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
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m_shaders[ES_BUBBLES] = glslmat(dir + "bubble.vert", dir + "bubble.frag",
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