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authorDylan Baker <baker.dylan.c@gmail.com>2014-07-09 17:24:24 -0700
committerKenneth Graunke <kenneth@whitecape.org>2014-07-13 23:32:45 -0700
commit4d28dc92d1581b27de56561444769603af57e4fb (patch)
tree8fcf3feb7096484cb88cb4593f3d1758d4c18840
parentd6abf71e6390e0aaacc675209ae6863b82b3cbf9 (diff)
Remove all .frag and .vert files.
These have problems, so just stop using them. Acked-by: Kenneth Graunke <kenneth@whitecape.org>
-rw-r--r--shaders/cairo-gl/1.frag6
-rw-r--r--shaders/cairo-gl/1.vert10
-rw-r--r--shaders/cairo-gl/10.frag16
-rw-r--r--shaders/cairo-gl/2.frag17
-rw-r--r--shaders/cairo-gl/2.vert14
-rw-r--r--shaders/cairo-gl/3.frag15
-rw-r--r--shaders/cairo-gl/3.vert12
-rw-r--r--shaders/cairo-gl/4.frag16
-rw-r--r--shaders/cairo-gl/4.vert12
-rw-r--r--shaders/cairo-gl/5.frag16
-rw-r--r--shaders/cairo-gl/5.vert12
-rw-r--r--shaders/cairo-gl/6.frag16
-rw-r--r--shaders/cairo-gl/7.frag16
-rw-r--r--shaders/cairo-gl/8.frag14
-rw-r--r--shaders/cairo-gl/9.frag15
-rw-r--r--shaders/gst-gl-bulge.frag43
-rw-r--r--shaders/gst-gl-bumper.frag61
-rw-r--r--shaders/gst-gl-bumper.vert60
-rw-r--r--shaders/gst-gl-convolution.frag55
-rw-r--r--shaders/gst-gl-cube-v.vert62
-rw-r--r--shaders/gst-gl-difference.frag37
-rw-r--r--shaders/gst-gl-fisheye.frag43
-rw-r--r--shaders/gst-gl-glass.frag53
-rw-r--r--shaders/gst-gl-greedyh.frag116
-rw-r--r--shaders/gst-gl-hconv9.frag59
-rw-r--r--shaders/gst-gl-interpolate.frag38
-rw-r--r--shaders/gst-gl-luma-threshold.frag38
-rw-r--r--shaders/gst-gl-luma-to-curve.frag39
-rw-r--r--shaders/gst-gl-mirror.frag42
-rw-r--r--shaders/gst-gl-mosaic-f.frag36
-rw-r--r--shaders/gst-gl-mosaic-v.vert59
-rw-r--r--shaders/gst-gl-multiply.frag38
-rw-r--r--shaders/gst-gl-rgb-to-curve.frag42
-rw-r--r--shaders/gst-gl-sin.frag75
-rw-r--r--shaders/gst-gl-sobel.frag60
-rw-r--r--shaders/gst-gl-square.frag45
-rw-r--r--shaders/gst-gl-squeeze.frag44
-rw-r--r--shaders/gst-gl-sum.frag39
-rw-r--r--shaders/gst-gl-text-download-i420-yv12.frag54
-rw-r--r--shaders/gst-gl-text-download-yuy2-uyvy.frag54
-rw-r--r--shaders/gst-gl-text-upload-ayuv.frag47
-rw-r--r--shaders/gst-gl-text-upload-i420-yv12.frag49
-rw-r--r--shaders/gst-gl-text-upload-yuy2-uyvy.frag51
-rw-r--r--shaders/gst-gl-texture-interp.frag51
-rw-r--r--shaders/gst-gl-tunnel.frag47
-rw-r--r--shaders/gst-gl-twirl.frag46
-rw-r--r--shaders/gst-gl-vconv9.frag52
-rw-r--r--shaders/norsetto-bumptbn_sh_fp.frag68
-rw-r--r--shaders/norsetto-bumptbn_sh_fp.vert45
-rw-r--r--shaders/xonotic-vs-generic-diffuse.vert1309
-rw-r--r--shaders/xreal-lighting-d-omni.frag69
-rw-r--r--shaders/xreal-lighting-d-omni.vert55
-rw-r--r--shaders/xreal-lighting-db-omni.frag72
-rw-r--r--shaders/xreal-lighting-db-omni.vert63
-rw-r--r--shaders/xreal-lighting-dbs-omni.frag86
-rw-r--r--shaders/xreal-lighting-dbs-omni.vert67
56 files changed, 0 insertions, 3676 deletions
diff --git a/shaders/cairo-gl/1.frag b/shaders/cairo-gl/1.frag
deleted file mode 100644
index 41c7e35..0000000
--- a/shaders/cairo-gl/1.frag
+++ /dev/null
@@ -1,6 +0,0 @@
-uniform vec4 color;
-void main()
-{
- gl_FragColor = color;
-}
-
diff --git a/shaders/cairo-gl/1.vert b/shaders/cairo-gl/1.vert
deleted file mode 100644
index 03b57f1..0000000
--- a/shaders/cairo-gl/1.vert
+++ /dev/null
@@ -1,10 +0,0 @@
-attribute vec4 Vertex;
-attribute vec4 Color;
-attribute vec4 MultiTexCoord0;
-attribute vec4 MultiTexCoord1;
-uniform mat4 ModelViewProjectionMatrix;
-void main()
-{
- gl_Position = ModelViewProjectionMatrix * Vertex;
-}
-
diff --git a/shaders/cairo-gl/10.frag b/shaders/cairo-gl/10.frag
deleted file mode 100644
index b35f011..0000000
--- a/shaders/cairo-gl/10.frag
+++ /dev/null
@@ -1,16 +0,0 @@
-varying vec2 source_texcoords;
-uniform sampler1D source_sampler;
-
-vec4 get_source()
-{
- return texture1D (source_sampler, source_texcoords.x);
-}
-vec4 get_mask()
-{
- return vec4 (0, 0, 0, 1);
-}
-void main()
-{
- gl_FragColor = get_source() * get_mask().a;
-}
-
diff --git a/shaders/cairo-gl/2.frag b/shaders/cairo-gl/2.frag
deleted file mode 100644
index 3a19bd5..0000000
--- a/shaders/cairo-gl/2.frag
+++ /dev/null
@@ -1,17 +0,0 @@
-varying vec2 source_texcoords;
-uniform sampler1D source_sampler;
-
-vec4 get_source()
-{
- return texture1D (source_sampler, source_texcoords.x);
-}
-varying float mask_coverage;
-vec4 get_mask()
-{
- return vec4(0, 0, 0, mask_coverage);
-}
-void main()
-{
- gl_FragColor = get_source() * get_mask().a;
-}
-
diff --git a/shaders/cairo-gl/2.vert b/shaders/cairo-gl/2.vert
deleted file mode 100644
index 7fafc49..0000000
--- a/shaders/cairo-gl/2.vert
+++ /dev/null
@@ -1,14 +0,0 @@
-varying vec2 source_texcoords;
-varying float mask_coverage;
-attribute vec4 Vertex;
-attribute vec4 Color;
-attribute vec4 MultiTexCoord0;
-attribute vec4 MultiTexCoord1;
-uniform mat4 ModelViewProjectionMatrix;
-void main()
-{
- gl_Position = ModelViewProjectionMatrix * Vertex;
- source_texcoords = MultiTexCoord0.xy;
- mask_coverage = Color.a;
-}
-
diff --git a/shaders/cairo-gl/3.frag b/shaders/cairo-gl/3.frag
deleted file mode 100644
index ca1bb2d..0000000
--- a/shaders/cairo-gl/3.frag
+++ /dev/null
@@ -1,15 +0,0 @@
-uniform vec4 source_constant;
-vec4 get_source()
-{
- return source_constant;
-}
-varying float mask_coverage;
-vec4 get_mask()
-{
- return vec4(0, 0, 0, mask_coverage);
-}
-void main()
-{
- gl_FragColor = get_source() * get_mask().a;
-}
-
diff --git a/shaders/cairo-gl/3.vert b/shaders/cairo-gl/3.vert
deleted file mode 100644
index 1dfce8d..0000000
--- a/shaders/cairo-gl/3.vert
+++ /dev/null
@@ -1,12 +0,0 @@
-varying float mask_coverage;
-attribute vec4 Vertex;
-attribute vec4 Color;
-attribute vec4 MultiTexCoord0;
-attribute vec4 MultiTexCoord1;
-uniform mat4 ModelViewProjectionMatrix;
-void main()
-{
- gl_Position = ModelViewProjectionMatrix * Vertex;
- mask_coverage = Color.a;
-}
-
diff --git a/shaders/cairo-gl/4.frag b/shaders/cairo-gl/4.frag
deleted file mode 100644
index e5cd0a3..0000000
--- a/shaders/cairo-gl/4.frag
+++ /dev/null
@@ -1,16 +0,0 @@
-uniform vec4 source_constant;
-vec4 get_source()
-{
- return source_constant;
-}
-uniform sampler2D mask_sampler;
-varying vec2 mask_texcoords;
-vec4 get_mask()
-{
- return texture2D(mask_sampler, mask_texcoords);
-}
-void main()
-{
- gl_FragColor = get_source() * get_mask().a;
-}
-
diff --git a/shaders/cairo-gl/4.vert b/shaders/cairo-gl/4.vert
deleted file mode 100644
index e2c73d4..0000000
--- a/shaders/cairo-gl/4.vert
+++ /dev/null
@@ -1,12 +0,0 @@
-varying vec2 mask_texcoords;
-attribute vec4 Vertex;
-attribute vec4 Color;
-attribute vec4 MultiTexCoord0;
-attribute vec4 MultiTexCoord1;
-uniform mat4 ModelViewProjectionMatrix;
-void main()
-{
- gl_Position = ModelViewProjectionMatrix * Vertex;
- mask_texcoords = MultiTexCoord1.xy;
-}
-
diff --git a/shaders/cairo-gl/5.frag b/shaders/cairo-gl/5.frag
deleted file mode 100644
index b233478..0000000
--- a/shaders/cairo-gl/5.frag
+++ /dev/null
@@ -1,16 +0,0 @@
-uniform sampler2D source_sampler;
-varying vec2 source_texcoords;
-vec4 get_source()
-{
- return texture2D(source_sampler, source_texcoords);
-}
-varying float mask_coverage;
-vec4 get_mask()
-{
- return vec4(0, 0, 0, mask_coverage);
-}
-void main()
-{
- gl_FragColor = get_source() * get_mask().a;
-}
-
diff --git a/shaders/cairo-gl/5.vert b/shaders/cairo-gl/5.vert
deleted file mode 100644
index a1802af..0000000
--- a/shaders/cairo-gl/5.vert
+++ /dev/null
@@ -1,12 +0,0 @@
-varying vec2 source_texcoords;
-attribute vec4 Vertex;
-attribute vec4 Color;
-attribute vec4 MultiTexCoord0;
-attribute vec4 MultiTexCoord1;
-uniform mat4 ModelViewProjectionMatrix;
-void main()
-{
- gl_Position = ModelViewProjectionMatrix * Vertex;
- source_texcoords = MultiTexCoord0.xy;
-}
-
diff --git a/shaders/cairo-gl/6.frag b/shaders/cairo-gl/6.frag
deleted file mode 100644
index 1b53343..0000000
--- a/shaders/cairo-gl/6.frag
+++ /dev/null
@@ -1,16 +0,0 @@
-uniform vec4 source_constant;
-vec4 get_source()
-{
- return source_constant;
-}
-uniform sampler2D mask_sampler;
-varying vec2 mask_texcoords;
-vec4 get_mask()
-{
- return texture2D(mask_sampler, mask_texcoords);
-}
-void main()
-{
- gl_FragColor = get_source().a * get_mask();
-}
-
diff --git a/shaders/cairo-gl/7.frag b/shaders/cairo-gl/7.frag
deleted file mode 100644
index ef8d27b..0000000
--- a/shaders/cairo-gl/7.frag
+++ /dev/null
@@ -1,16 +0,0 @@
-uniform vec4 source_constant;
-vec4 get_source()
-{
- return source_constant;
-}
-uniform sampler2D mask_sampler;
-varying vec2 mask_texcoords;
-vec4 get_mask()
-{
- return texture2D(mask_sampler, mask_texcoords);
-}
-void main()
-{
- gl_FragColor = get_source() * get_mask();
-}
-
diff --git a/shaders/cairo-gl/8.frag b/shaders/cairo-gl/8.frag
deleted file mode 100644
index bb36d42..0000000
--- a/shaders/cairo-gl/8.frag
+++ /dev/null
@@ -1,14 +0,0 @@
-uniform vec4 source_constant;
-vec4 get_source()
-{
- return source_constant;
-}
-vec4 get_mask()
-{
- return vec4 (0, 0, 0, 1);
-}
-void main()
-{
- gl_FragColor = get_source() * get_mask().a;
-}
-
diff --git a/shaders/cairo-gl/9.frag b/shaders/cairo-gl/9.frag
deleted file mode 100644
index 89bb34b..0000000
--- a/shaders/cairo-gl/9.frag
+++ /dev/null
@@ -1,15 +0,0 @@
-uniform sampler2D source_sampler;
-varying vec2 source_texcoords;
-vec4 get_source()
-{
- return texture2D(source_sampler, source_texcoords);
-}
-vec4 get_mask()
-{
- return vec4 (0, 0, 0, 1);
-}
-void main()
-{
- gl_FragColor = get_source() * get_mask().a;
-}
-
diff --git a/shaders/gst-gl-bulge.frag b/shaders/gst-gl-bulge.frag
deleted file mode 100644
index 86980c3..0000000
--- a/shaders/gst-gl-bulge.frag
+++ /dev/null
@@ -1,43 +0,0 @@
-// [config]
-// expect_result: pass
-// glsl_version: 1.10
-//
-// # NOTE: Config section was auto-generated from file
-// # NOTE: 'glslparser.tests' at git revision
-// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0
-// [end config]
-
-/*
- * GStreamer
- * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com>
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Library General Public
- * License as published by the Free Software Foundation; either
- * version 2 of the License, or (at your option) any later version.
- *
- * This library 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
- * Library General Public License for more details.
- *
- * You should have received a copy of the GNU Library General Public
- * License along with this library; if not, write to the
- * Free Software Foundation, Inc., 59 Temple Place - Suite 330,
- * Boston, MA 02111-1307, USA.
- */
-
-#extension GL_ARB_texture_rectangle : enable
-uniform sampler2DRect tex;
-uniform float width, height;
-void main () {
- vec2 tex_size = vec2 (width, height);
- vec2 texturecoord = gl_TexCoord[0].xy;
- vec2 normcoord;
- normcoord = texturecoord / tex_size - 1.0;
- float r = length (normcoord);
- normcoord *= smoothstep (-0.1, 0.5, r);
- texturecoord = (normcoord + 1.0) * tex_size;
- vec4 color = texture2DRect (tex, texturecoord);
- gl_FragColor = color;
-}
diff --git a/shaders/gst-gl-bumper.frag b/shaders/gst-gl-bumper.frag
deleted file mode 100644
index 395428c..0000000
--- a/shaders/gst-gl-bumper.frag
+++ /dev/null
@@ -1,61 +0,0 @@
-// [config]
-// expect_result: pass
-// glsl_version: 1.10
-//
-// # NOTE: Config section was auto-generated from file
-// # NOTE: 'glslparser.tests' at git revision
-// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0
-// [end config]
-
-/*
- * GStreamer
- * Copyright (C) 2008 Cyril Comparon <cyril.comparon@gmail.com>
- * Copyright (C) 2008 Julien Isorce <julien.isorce@gmail.com>
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Library General Public
- * License as published by the Free Software Foundation; either
- * version 2 of the License, or (at your option) any later version.
- *
- * This library 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
- * Library General Public License for more details.
- *
- * You should have received a copy of the GNU Library General Public
- * License along with this library; if not, write to the
- * Free Software Foundation, Inc., 59 Temple Place - Suite 330,
- * Boston, MA 02111-1307, USA.
- */
-
-#extension GL_ARB_texture_rectangle : enable
-uniform sampler2DRect texture0;
-uniform sampler2DRect texture1;
-
-varying vec3 vNormal;
-varying vec3 vTangent;
-varying vec3 vVertexToLight0;
-varying vec3 vVertexToLight1;
-
-void main()
-{
- // get the color of the textures
- vec4 textureColor = texture2DRect(texture0, gl_TexCoord[0].st);
- vec3 normalmapItem = texture2DRect(texture1, gl_TexCoord[1].st).xyz * 2.0 - 1.0;
-
- // calculate matrix that transform from tangent space to normalmap space (contrary of intuition)
- vec3 binormal = cross(vNormal, vTangent);
- mat3 tangentSpace2normalmapSpaceMat = mat3(vTangent, binormal, vNormal);
-
- // disturb the normal
- vec3 disturbedNormal = tangentSpace2normalmapSpaceMat * normalmapItem;
-
- // calculate the diffuse term and clamping it to [0;1]
- float diffuseTerm0 = clamp(dot(disturbedNormal, vVertexToLight0), 0.0, 1.0);
- float diffuseTerm1 = clamp(dot(disturbedNormal, vVertexToLight1), 0.0, 1.0);
-
- vec3 irradiance = (diffuseTerm0 * gl_LightSource[0].diffuse.rgb + diffuseTerm1 * gl_LightSource[1].diffuse.rgb);
-
- // calculate the final color
- gl_FragColor = vec4(irradiance * textureColor.rgb, textureColor.w);
-}
diff --git a/shaders/gst-gl-bumper.vert b/shaders/gst-gl-bumper.vert
deleted file mode 100644
index ad1560b..0000000
--- a/shaders/gst-gl-bumper.vert
+++ /dev/null
@@ -1,60 +0,0 @@
-// [config]
-// expect_result: pass
-// glsl_version: 1.10
-//
-// # NOTE: Config section was auto-generated from file
-// # NOTE: 'glslparser.tests' at git revision
-// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0
-// [end config]
-
-/*
- * GStreamer
- * Copyright (C) 2008 Cyril Comparon <cyril.comparon@gmail.com>
- * Copyright (C) 2008 Julien Isorce <julien.isorce@gmail.com>
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Library General Public
- * License as published by the Free Software Foundation; either
- * version 2 of the License, or (at your option) any later version.
- *
- * This library 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
- * Library General Public License for more details.
- *
- * You should have received a copy of the GNU Library General Public
- * License along with this library; if not, write to the
- * Free Software Foundation, Inc., 59 Temple Place - Suite 330,
- * Boston, MA 02111-1307, USA.
- */
-
-attribute vec3 aTangent;
-
-varying vec3 vNormal;
-varying vec3 vTangent;
-varying vec3 vVertexToLight0;
-varying vec3 vVertexToLight1;
-
-void main()
-{
- // transform the vertex
- gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex;
-
- // transform the normal and the tangent to scene coords
- vNormal = normalize(gl_NormalMatrix * gl_Normal);
- vTangent = normalize(gl_NormalMatrix * aTangent);
-
- // transforming the vertex position to modelview-space
- //const vec4 vertexInSceneCoords = gl_ModelViewMatrix * gl_Vertex;
-
- // calculate the vector from the vertex position to the light position
- vVertexToLight0 = normalize(gl_LightSource[0].position).xyz;
- vVertexToLight1 = normalize(gl_LightSource[1].position).xyz;
-
- // transit vertex color
- gl_FrontColor = gl_BackColor = gl_Color;
-
- // use the two first sets of texture coordinates in the fragment shader
- gl_TexCoord[0] = gl_MultiTexCoord0;
- gl_TexCoord[1] = gl_MultiTexCoord1;
-}
diff --git a/shaders/gst-gl-convolution.frag b/shaders/gst-gl-convolution.frag
deleted file mode 100644
index e21ea7a..0000000
--- a/shaders/gst-gl-convolution.frag
+++ /dev/null
@@ -1,55 +0,0 @@
-// [config]
-// expect_result: pass
-// glsl_version: 1.20
-//
-// # NOTE: Config section was auto-generated from file
-// # NOTE: 'glslparser.tests' at git revision
-// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0
-// [end config]
-
-/*
- * GStreamer
- * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com>
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Library General Public
- * License as published by the Free Software Foundation; either
- * version 2 of the License, or (at your option) any later version.
- *
- * This library 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
- * Library General Public License for more details.
- *
- * You should have received a copy of the GNU Library General Public
- * License along with this library; if not, write to the
- * Free Software Foundation, Inc., 59 Temple Place - Suite 330,
- * Boston, MA 02111-1307, USA.
- */
-
-#version 120
-/* The #version was added by anholt in converting to piglit due to the
- * use of the array constructor.
- */
-
-#extension GL_ARB_texture_rectangle : enable
-uniform sampler2DRect tex;
-uniform float norm_const;
-uniform float norm_offset;
-uniform float kernel[9];
-void main () {
- vec2 offset[9] = vec2[9] (
- vec2(-1.0,-1.0), vec2( 0.0,-1.0), vec2( 1.0,-1.0),
- vec2(-1.0, 0.0), vec2( 0.0, 0.0), vec2( 1.0, 0.0),
- vec2(-1.0, 1.0), vec2( 0.0, 1.0), vec2( 1.0, 1.0) );
- vec2 texturecoord = gl_TexCoord[0].st;
- int i;
- vec4 sum = vec4 (0.0);
- for (i = 0; i < 9; i++) {
- if (kernel[i] != 0.0) {
- vec4 neighbor = texture2DRect(tex, texturecoord + vec2(offset[i]));
- sum += neighbor * kernel[i]/norm_const;
- }
- }
- gl_FragColor = sum + norm_offset;
-}
diff --git a/shaders/gst-gl-cube-v.vert b/shaders/gst-gl-cube-v.vert
deleted file mode 100644
index 411558d..0000000
--- a/shaders/gst-gl-cube-v.vert
+++ /dev/null
@@ -1,62 +0,0 @@
-// [config]
-// expect_result: pass
-// glsl_version: 1.10
-//
-// # NOTE: Config section was auto-generated from file
-// # NOTE: 'glslparser.tests' at git revision
-// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0
-// [end config]
-
-/*
- * GStreamer
- * Copyright (C) 2008 Julien Isorce <julien.isorce@gmail.com>
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Library General Public
- * License as published by the Free Software Foundation; either
- * version 2 of the License, or (at your option) any later version.
- *
- * This library 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
- * Library General Public License for more details.
- *
- * You should have received a copy of the GNU Library General Public
- * License along with this library; if not, write to the
- * Free Software Foundation, Inc., 59 Temple Place - Suite 330,
- * Boston, MA 02111-1307, USA.
- */
-
-/* This shader appeared under #ifdef OPENGL_ES2, but looked interesting enough
- * to include in piglit anyway.
- */
-
-attribute vec4 a_position;
-attribute vec2 a_texCoord;
-uniform mat4 u_matrix;
-uniform float xrot_degree, yrot_degree, zrot_degree;
-varying vec2 v_texCoord;
-void main()
-{
- float PI = 3.14159265;
- float xrot = xrot_degree*2.0*PI/360.0;
- float yrot = yrot_degree*2.0*PI/360.0;
- float zrot = zrot_degree*2.0*PI/360.0;
- mat4 matX = mat4 (
- 1.0, 0.0, 0.0, 0.0,
- 0.0, cos(xrot), sin(xrot), 0.0,
- 0.0, -sin(xrot), cos(xrot), 0.0,
- 0.0, 0.0, 0.0, 1.0 );
- mat4 matY = mat4 (
- cos(yrot), 0.0, -sin(yrot), 0.0,
- 0.0, 1.0, 0.0, 0.0,
- sin(yrot), 0.0, cos(yrot), 0.0,
- 0.0, 0.0, 0.0, 1.0 );
- mat4 matZ = mat4 (
- cos(zrot), sin(zrot), 0.0, 0.0,
- -sin(zrot), cos(zrot), 0.0, 0.0,
- 0.0, 0.0, 1.0, 0.0,
- 0.0, 0.0, 0.0, 1.0 );
- gl_Position = u_matrix * matZ * matY * matX * a_position;
- v_texCoord = a_texCoord;
-}
diff --git a/shaders/gst-gl-difference.frag b/shaders/gst-gl-difference.frag
deleted file mode 100644
index 8bd25f4..0000000
--- a/shaders/gst-gl-difference.frag
+++ /dev/null
@@ -1,37 +0,0 @@
-// [config]
-// expect_result: pass
-// glsl_version: 1.10
-//
-// # NOTE: Config section was auto-generated from file
-// # NOTE: 'glslparser.tests' at git revision
-// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0
-// [end config]
-
-/*
- * GStreamer
- * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com>
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Library General Public
- * License as published by the Free Software Foundation; either
- * version 2 of the License, or (at your option) any later version.
- *
- * This library 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
- * Library General Public License for more details.
- *
- * You should have received a copy of the GNU Library General Public
- * License along with this library; if not, write to the
- * Free Software Foundation, Inc., 59 Temple Place - Suite 330,
- * Boston, MA 02111-1307, USA.
- */
-
-#extension GL_ARB_texture_rectangle : enable
-uniform sampler2DRect saved;
-uniform sampler2DRect current;
-void main () {
-vec4 savedcolor = texture2DRect (saved, gl_TexCoord[0].st);
-vec4 currentcolor = texture2DRect (current, gl_TexCoord[0].st);
-gl_FragColor = vec4 (step (0.12, length (savedcolor - currentcolor)));
-}
diff --git a/shaders/gst-gl-fisheye.frag b/shaders/gst-gl-fisheye.frag
deleted file mode 100644
index d63a17b..0000000
--- a/shaders/gst-gl-fisheye.frag
+++ /dev/null
@@ -1,43 +0,0 @@
-// [config]
-// expect_result: pass
-// glsl_version: 1.10
-//
-// # NOTE: Config section was auto-generated from file
-// # NOTE: 'glslparser.tests' at git revision
-// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0
-// [end config]
-
-/*
- * GStreamer
- * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com>
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Library General Public
- * License as published by the Free Software Foundation; either
- * version 2 of the License, or (at your option) any later version.
- *
- * This library 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
- * Library General Public License for more details.
- *
- * You should have received a copy of the GNU Library General Public
- * License along with this library; if not, write to the
- * Free Software Foundation, Inc., 59 Temple Place - Suite 330,
- * Boston, MA 02111-1307, USA.
- */
-
-#extension GL_ARB_texture_rectangle : enable
-uniform sampler2DRect tex;
-uniform float width, height;
-void main () {
- vec2 tex_size = vec2 (width, height);
- vec2 texturecoord = gl_TexCoord[0].xy;
- vec2 normcoord;
- normcoord = texturecoord / tex_size - 1.0;
- float r = length (normcoord);
- normcoord *= r/sqrt(2.0);
- texturecoord = (normcoord + 1.0) * tex_size;
- vec4 color = texture2DRect (tex, texturecoord);
- gl_FragColor = color;
-}
diff --git a/shaders/gst-gl-glass.frag b/shaders/gst-gl-glass.frag
deleted file mode 100644
index c206012..0000000
--- a/shaders/gst-gl-glass.frag
+++ /dev/null
@@ -1,53 +0,0 @@
-// [config]
-// expect_result: pass
-// glsl_version: 1.10
-//
-// # NOTE: Config section was auto-generated from file
-// # NOTE: 'glslparser.tests' at git revision
-// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0
-// [end config]
-
-/*
- * GStreamer
- * Copyright (C) 2008 Julien Isorce <julien.isorce@gmail.com>
- * Inspired from http://www.mdk.org.pl/2007/11/17/gl-colorspace-conversions
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Library General Public
- * License as published by the Free Software Foundation; either
- * version 2 of the License, or (at your option) any later version.
- *
- * This library 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
- * Library General Public License for more details.
- *
- * You should have received a copy of the GNU Library General Public
- * License along with this library; if not, write to the
- * Free Software Foundation, Inc., 59 Temple Place - Suite 330,
- * Boston, MA 02111-1307, USA.
- */
-
-#extension GL_ARB_texture_rectangle : enable
-uniform sampler2DRect tex;
-uniform float width, height;
-void main () {
- float p = 0.0525;
- float L1 = p*width;
- float L2 = width - L1;
- float L3 = height - L1;
- float w = 1.0;
- float r = L1;
- if (gl_TexCoord[0].x < L1 && gl_TexCoord[0].y < L1)
- r = sqrt( (gl_TexCoord[0].x - L1) * (gl_TexCoord[0].x - L1) + (gl_TexCoord[0].y - L1) * (gl_TexCoord[0].y - L1) );
- else if (gl_TexCoord[0].x > L2 && gl_TexCoord[0].y < L1)
- r = sqrt( (gl_TexCoord[0].x - L2) * (gl_TexCoord[0].x - L2) + (gl_TexCoord[0].y - L1) * (gl_TexCoord[0].y - L1) );
- else if (gl_TexCoord[0].x > L2 && gl_TexCoord[0].y > L3)
- r = sqrt( (gl_TexCoord[0].x - L2) * (gl_TexCoord[0].x - L2) + (gl_TexCoord[0].y - L3) * (gl_TexCoord[0].y - L3) );
- else if (gl_TexCoord[0].x < L1 && gl_TexCoord[0].y > L3)
- r = sqrt( (gl_TexCoord[0].x - L1) * (gl_TexCoord[0].x - L1) + (gl_TexCoord[0].y - L3) * (gl_TexCoord[0].y - L3) );
- if (r > L1)
- w = 0.0;
- vec4 color = texture2DRect (tex, gl_TexCoord[0].st);
- gl_FragColor = vec4(color.rgb, gl_Color.a * w);
-}
diff --git a/shaders/gst-gl-greedyh.frag b/shaders/gst-gl-greedyh.frag
deleted file mode 100644
index 2a0817e..0000000
--- a/shaders/gst-gl-greedyh.frag
+++ /dev/null
@@ -1,116 +0,0 @@
-// [config]
-// expect_result: pass
-// glsl_version: 1.10
-//
-// # NOTE: Config section was auto-generated from file
-// # NOTE: 'glslparser.tests' at git revision
-// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0
-// [end config]
-
-/*
- * GStreamer
- * Copyright (C) 2009 Julien Isorce <julien.isorce@mail.com>
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Library General Public
- * License as published by the Free Software Foundation; either
- * version 2 of the License, or (at your option) any later version.
- *
- * This library 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
- * Library General Public License for more details.
- *
- * You should have received a copy of the GNU Library General Public
- * License along with this library; if not, write to the
- * Free Software Foundation, Inc., 59 Temple Place - Suite 330,
- * Boston, MA 02111-1307, USA.
- */
-
-#extension GL_ARB_texture_rectangle : enable
-uniform sampler2DRect tex;
-uniform sampler2DRect tex_prev;
-uniform float max_comb;
-uniform float motion_threshold;
-uniform float motion_sense;
-uniform int width;
-uniform int height;
-
-void main () {
- vec2 texcoord = gl_TexCoord[0].xy;
- if (int(mod(texcoord.y, 2.0)) == 0)
- gl_FragColor = vec4(texture2DRect(tex_prev, texcoord).rgb, 1.0);
- else {
- // cannot have __ in a var so __ is replaced by _a
- vec2 texcoord_L1_a1, texcoord_L3_a1, texcoord_L1, texcoord_L3, texcoord_L1_1, texcoord_L3_1;
- vec3 L1_a1, L3_a1, L1, L3, L1_1, L3_1;
-
- texcoord_L1 = vec2(texcoord.x, texcoord.y - 1.0);
- texcoord_L3 = vec2(texcoord.x, texcoord.y + 1.0);
- L1 = texture2DRect(tex_prev, texcoord_L1).rgb;
- L3 = texture2DRect(tex_prev, texcoord_L3).rgb;
- if (int(ceil(texcoord.x)) == width && int(ceil(texcoord.y)) == height) {
- L1_1 = L1;
- L3_1 = L3;
- } else {
- texcoord_L1_1 = vec2(texcoord.x + 1.0, texcoord.y - 1.0);
- texcoord_L3_1 = vec2(texcoord.x + 1.0, texcoord.y + 1.0);
- L1_1 = texture2DRect(tex_prev, texcoord_L1_1).rgb;
- L3_1 = texture2DRect(tex_prev, texcoord_L3_1).rgb;
- }
- if (int(ceil(texcoord.x + texcoord.y)) == 0) {
- L1_a1 = L1;
- L3_a1 = L3;
- } else {
- texcoord_L1_a1 = vec2(texcoord.x - 1.0, texcoord.y - 1.0);
- texcoord_L3_a1 = vec2(texcoord.x - 1.0, texcoord.y + 1.0);
- L1_a1 = texture2DRect(tex_prev, texcoord_L1_a1).rgb;
- L3_a1 = texture2DRect(tex_prev, texcoord_L3_a1).rgb;
- }
-
- //STEP 1
- vec3 avg_a1 = (L1_a1 + L3_a1) / 2.0;
- vec3 avg = (L1 + L3) / 2.0;
- vec3 avg_1 = (L1_1 + L3_1) / 2.0;
-
- vec3 avg_s = (avg_a1 + avg_1) / 2.0;
-
- vec3 avg_sc = (avg_s + avg) / 2.0;
-
- vec3 L2 = texture2DRect(tex, texcoord).rgb;
- vec3 LP2 = texture2DRect(tex_prev, texcoord).rgb;
-
- vec3 best;
-
- if (abs(L2.r - avg_sc.r) < abs(LP2.r - avg_sc.r)) {
- best.r = L2.r;
- } else {
- best.r = LP2.r;
- }
-
- if (abs(L2.g - avg_sc.g) < abs(LP2.g - avg_sc.g)) {
- best.g = L2.g;
- } else {
- best.g = LP2.g;
- }
-
- if (abs(L2.b - avg_sc.b) < abs(LP2.b - avg_sc.b)) {
- best.b = L2.b;
- } else {
- best.b = LP2.b;
- }
-
- //STEP 2
- vec3 last;
- last.r = clamp(best.r, max(min(L1.r, L3.r) - max_comb, 0.0), min(max(L1.r, L3.r) + max_comb, 1.0));
- last.g = clamp(best.g, max(min(L1.g, L3.g) - max_comb, 0.0), min(max(L1.g, L3.g) + max_comb, 1.0));
- last.b = clamp(best.b, max(min(L1.b, L3.b) - max_comb, 0.0), min(max(L1.b, L3.b) + max_comb, 1.0));
-
- //STEP 3
- const vec3 luma = vec3 (0.299011, 0.586987, 0.114001);
- float mov = min(max(abs(dot(L2 - LP2, luma)) - motion_threshold, 0.0) * motion_sense, 1.0);
- last = last * (1.0 - mov) + avg_sc * mov;
-
- gl_FragColor = vec4(last, 1.0);
- }
-}
diff --git a/shaders/gst-gl-hconv9.frag b/shaders/gst-gl-hconv9.frag
deleted file mode 100644
index 01afa31..0000000
--- a/shaders/gst-gl-hconv9.frag
+++ /dev/null
@@ -1,59 +0,0 @@
-// [config]
-// expect_result: pass
-// glsl_version: 1.20
-//
-// # NOTE: Config section was auto-generated from file
-// # NOTE: 'glslparser.tests' at git revision
-// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0
-// [end config]
-
-/*
- * GStreamer
- * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com>
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Library General Public
- * License as published by the Free Software Foundation; either
- * version 2 of the License, or (at your option) any later version.
- *
- * This library 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
- * Library General Public License for more details.
- *
- * You should have received a copy of the GNU Library General Public
- * License along with this library; if not, write to the
- * Free Software Foundation, Inc., 59 Temple Place - Suite 330,
- * Boston, MA 02111-1307, USA.
- */
-
-#extension GL_ARB_texture_rectangle : enable
-uniform sampler2DRect tex;
-uniform float norm_const;
-uniform float norm_offset;
-uniform float kernel[9];
-
-void main () {
-/* float offset[9] = float[9] (-4.0, -3.0, -2.0, -1.0, 0.0, 1.0, 2.0, 3.0, 4.0); */
-/* don't use array constructor so we don't have to depend on #version 120 */
- float offset[9];
- offset[0] = -4.0;
- offset[1] = -3.0;
- offset[2] = -2.0;
- offset[3] = -1.0;
- offset[4] = 0.0;
- offset[5] = 1.0;
- offset[6] = 2.0;
- offset[7] = 3.0;
- offset[8] = 4.0;
- vec2 texturecoord = gl_TexCoord[0].st;
- int i;
- vec4 sum = vec4 (0.0);
- for (i = 0; i < 9; i++) {
- if (kernel[i] != 0.0) {
- vec4 neighbor = texture2DRect(tex, vec2(texturecoord.s+offset[i], texturecoord.t));
- sum += neighbor * kernel[i]/norm_const;
- }
- }
- gl_FragColor = sum + norm_offset;
-}
diff --git a/shaders/gst-gl-interpolate.frag b/shaders/gst-gl-interpolate.frag
deleted file mode 100644
index 4402687..0000000
--- a/shaders/gst-gl-interpolate.frag
+++ /dev/null
@@ -1,38 +0,0 @@
-// [config]
-// expect_result: pass
-// glsl_version: 1.10
-//
-// # NOTE: Config section was auto-generated from file
-// # NOTE: 'glslparser.tests' at git revision
-// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0
-// [end config]
-
-/*
- * GStreamer
- * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com>
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Library General Public
- * License as published by the Free Software Foundation; either
- * version 2 of the License, or (at your option) any later version.
- *
- * This library 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
- * Library General Public License for more details.
- *
- * You should have received a copy of the GNU Library General Public
- * License along with this library; if not, write to the
- * Free Software Foundation, Inc., 59 Temple Place - Suite 330,
- * Boston, MA 02111-1307, USA.
- */
-
-#extension GL_ARB_texture_rectangle : enable
-uniform sampler2DRect base;
-uniform sampler2DRect blend;
-void main () {
-vec4 basecolor = texture2DRect (base, gl_TexCoord[0].st);
-vec4 blendcolor = texture2DRect (blend, gl_TexCoord[0].st);
-vec4 white = vec4(1.0);
-gl_FragColor = blendcolor + (1.0 - blendcolor.a) * basecolor;
-}
diff --git a/shaders/gst-gl-luma-threshold.frag b/shaders/gst-gl-luma-threshold.frag
deleted file mode 100644
index 8b1feae..0000000
--- a/shaders/gst-gl-luma-threshold.frag
+++ /dev/null
@@ -1,38 +0,0 @@
-// [config]
-// expect_result: pass
-// glsl_version: 1.10
-//
-// # NOTE: Config section was auto-generated from file
-// # NOTE: 'glslparser.tests' at git revision
-// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0
-// [end config]
-
-/*
- * GStreamer
- * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com>
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Library General Public
- * License as published by the Free Software Foundation; either
- * version 2 of the License, or (at your option) any later version.
- *
- * This library 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
- * Library General Public License for more details.
- *
- * You should have received a copy of the GNU Library General Public
- * License along with this library; if not, write to the
- * Free Software Foundation, Inc., 59 Temple Place - Suite 330,
- * Boston, MA 02111-1307, USA.
- */
-
-#extension GL_ARB_texture_rectangle : enable
-uniform sampler2DRect tex;
-void main () {
- vec2 texturecoord = gl_TexCoord[0].st;
- int i;
- vec4 color = texture2DRect(tex, texturecoord);
- float luma = dot(color.rgb, vec3(0.2125, 0.7154, 0.0721));
- gl_FragColor = vec4 (vec3 (smoothstep (0.30, 0.50, luma)), color.a);
-}
diff --git a/shaders/gst-gl-luma-to-curve.frag b/shaders/gst-gl-luma-to-curve.frag
deleted file mode 100644
index 6b36af3..0000000
--- a/shaders/gst-gl-luma-to-curve.frag
+++ /dev/null
@@ -1,39 +0,0 @@
-// [config]
-// expect_result: pass
-// glsl_version: 1.10
-//
-// # NOTE: Config section was auto-generated from file
-// # NOTE: 'glslparser.tests' at git revision
-// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0
-// [end config]
-
-/*
- * GStreamer
- * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com>
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Library General Public
- * License as published by the Free Software Foundation; either
- * version 2 of the License, or (at your option) any later version.
- *
- * This library 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
- * Library General Public License for more details.
- *
- * You should have received a copy of the GNU Library General Public
- * License along with this library; if not, write to the
- * Free Software Foundation, Inc., 59 Temple Place - Suite 330,
- * Boston, MA 02111-1307, USA.
- */
-
-#extension GL_ARB_texture_rectangle : enable
-uniform sampler2DRect tex;
-uniform sampler1D curve;
-void main () {
- vec2 texturecoord = gl_TexCoord[0].st;
- vec4 color = texture2DRect (tex, texturecoord);
- float luma = dot(color.rgb, vec3(0.2125, 0.7154, 0.0721));
- color = texture1D(curve, luma);
- gl_FragColor = color;
-}
diff --git a/shaders/gst-gl-mirror.frag b/shaders/gst-gl-mirror.frag
deleted file mode 100644
index f770fc0..0000000
--- a/shaders/gst-gl-mirror.frag
+++ /dev/null
@@ -1,42 +0,0 @@
-// [config]
-// expect_result: pass
-// glsl_version: 1.10
-//
-// # NOTE: Config section was auto-generated from file
-// # NOTE: 'glslparser.tests' at git revision
-// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0
-// [end config]
-
-/*
- * GStreamer
- * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com>
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Library General Public
- * License as published by the Free Software Foundation; either
- * version 2 of the License, or (at your option) any later version.
- *
- * This library 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
- * Library General Public License for more details.
- *
- * You should have received a copy of the GNU Library General Public
- * License along with this library; if not, write to the
- * Free Software Foundation, Inc., 59 Temple Place - Suite 330,
- * Boston, MA 02111-1307, USA.
- */
-
-#extension GL_ARB_texture_rectangle : enable
-uniform sampler2DRect tex;
-uniform float width, height;
-void main () {
- vec2 tex_size = vec2 (width, height);
- vec2 texturecoord = gl_TexCoord[0].xy;
- vec2 normcoord;
- normcoord = texturecoord / tex_size - 1.0;
- normcoord.x *= sign (normcoord.x);
- texturecoord = (normcoord + 1.0) * tex_size;
- vec4 color = texture2DRect (tex, texturecoord);
- gl_FragColor = color * gl_Color;
-}
diff --git a/shaders/gst-gl-mosaic-f.frag b/shaders/gst-gl-mosaic-f.frag
deleted file mode 100644
index a7667b4..0000000
--- a/shaders/gst-gl-mosaic-f.frag
+++ /dev/null
@@ -1,36 +0,0 @@
-// [config]
-// expect_result: pass
-// glsl_version: 1.10
-//
-// # NOTE: Config section was auto-generated from file
-// # NOTE: 'glslparser.tests' at git revision
-// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0
-// [end config]
-
-/*
- * GStreamer
- * Copyright (C) 2009 Julien Isorce <julien.isorce@gmail.com>
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Library General Public
- * License as published by the Free Software Foundation; either
- * version 2 of the License, or (at your option) any later version.
- *
- * This library 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
- * Library General Public License for more details.
- *
- * You should have received a copy of the GNU Library General Public
- * License along with this library; if not, write to the
- * Free Software Foundation, Inc., 59 Temple Place - Suite 330,
- * Boston, MA 02111-1307, USA.
- */
-
-#extension GL_ARB_texture_rectangle : enable
-uniform sampler2DRect s_texture;
-varying vec2 v_texCoord;
-void main()
-{
- gl_FragColor = texture2DRect( s_texture, v_texCoord );
-}
diff --git a/shaders/gst-gl-mosaic-v.vert b/shaders/gst-gl-mosaic-v.vert
deleted file mode 100644
index 7c64d60..0000000
--- a/shaders/gst-gl-mosaic-v.vert
+++ /dev/null
@@ -1,59 +0,0 @@
-// [config]
-// expect_result: pass
-// glsl_version: 1.10
-//
-// # NOTE: Config section was auto-generated from file
-// # NOTE: 'glslparser.tests' at git revision
-// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0
-// [end config]
-
-/*
- * GStreamer
- * Copyright (C) 2009 Julien Isorce <julien.isorce@gmail.com>
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Library General Public
- * License as published by the Free Software Foundation; either
- * version 2 of the License, or (at your option) any later version.
- *
- * This library 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
- * Library General Public License for more details.
- *
- * You should have received a copy of the GNU Library General Public
- * License along with this library; if not, write to the
- * Free Software Foundation, Inc., 59 Temple Place - Suite 330,
- * Boston, MA 02111-1307, USA.
- */
-
-#extension GL_ARB_texture_rectangle : enable
-uniform mat4 u_matrix;
-uniform float xrot_degree, yrot_degree, zrot_degree;
-attribute vec4 a_position;
-attribute vec2 a_texCoord;
-varying vec2 v_texCoord;
-void main()
-{
- float PI = 3.14159265;
- float xrot = xrot_degree*2.0*PI/360.0;
- float yrot = yrot_degree*2.0*PI/360.0;
- float zrot = zrot_degree*2.0*PI/360.0;
- mat4 matX = mat4 (
- 1.0, 0.0, 0.0, 0.0,
- 0.0, cos(xrot), sin(xrot), 0.0,
- 0.0, -sin(xrot), cos(xrot), 0.0,
- 0.0, 0.0, 0.0, 1.0 );
- mat4 matY = mat4 (
- cos(yrot), 0.0, -sin(yrot), 0.0,
- 0.0, 1.0, 0.0, 0.0,
- sin(yrot), 0.0, cos(yrot), 0.0,
- 0.0, 0.0, 0.0, 1.0 );
- mat4 matZ = mat4 (
- cos(zrot), sin(zrot), 0.0, 0.0,
- -sin(zrot), cos(zrot), 0.0, 0.0,
- 0.0, 0.0, 1.0, 0.0,
- 0.0, 0.0, 0.0, 1.0 );
- gl_Position = u_matrix * matZ * matY * matX * a_position;
- v_texCoord = a_texCoord;
-}
diff --git a/shaders/gst-gl-multiply.frag b/shaders/gst-gl-multiply.frag
deleted file mode 100644
index 536f066..0000000
--- a/shaders/gst-gl-multiply.frag
+++ /dev/null
@@ -1,38 +0,0 @@
-// [config]
-// expect_result: pass
-// glsl_version: 1.10
-//
-// # NOTE: Config section was auto-generated from file
-// # NOTE: 'glslparser.tests' at git revision
-// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0
-// [end config]
-
-/*
- * GStreamer
- * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com>
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Library General Public
- * License as published by the Free Software Foundation; either
- * version 2 of the License, or (at your option) any later version.
- *
- * This library 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
- * Library General Public License for more details.
- *
- * You should have received a copy of the GNU Library General Public
- * License along with this library; if not, write to the
- * Free Software Foundation, Inc., 59 Temple Place - Suite 330,
- * Boston, MA 02111-1307, USA.
- */
-
-#extension GL_ARB_texture_rectangle : enable
-uniform sampler2DRect base;
-uniform sampler2DRect blend;
-uniform float alpha;
-void main () {
- vec4 basecolor = texture2DRect (base, gl_TexCoord[0].st);
- vec4 blendcolor = texture2DRect (blend, gl_TexCoord[0].st);
- gl_FragColor = (1.0 - alpha) * basecolor + alpha * basecolor * blendcolor;
-}
diff --git a/shaders/gst-gl-rgb-to-curve.frag b/shaders/gst-gl-rgb-to-curve.frag
deleted file mode 100644
index 1f6b641..0000000
--- a/shaders/gst-gl-rgb-to-curve.frag
+++ /dev/null
@@ -1,42 +0,0 @@
-// [config]
-// expect_result: pass
-// glsl_version: 1.10
-//
-// # NOTE: Config section was auto-generated from file
-// # NOTE: 'glslparser.tests' at git revision
-// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0
-// [end config]
-
-/*
- * GStreamer
- * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com>
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Library General Public
- * License as published by the Free Software Foundation; either
- * version 2 of the License, or (at your option) any later version.
- *
- * This library 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
- * Library General Public License for more details.
- *
- * You should have received a copy of the GNU Library General Public
- * License along with this library; if not, write to the
- * Free Software Foundation, Inc., 59 Temple Place - Suite 330,
- * Boston, MA 02111-1307, USA.
- */
-
-#extension GL_ARB_texture_rectangle : enable
-uniform sampler2DRect tex;
-uniform sampler1D curve;
-void main () {
- vec2 texturecoord = gl_TexCoord[0].st;
- vec4 color = texture2DRect (tex, texturecoord);
- vec4 outcolor;
- outcolor.r = texture1D(curve, color.r).r;
- outcolor.g = texture1D(curve, color.g).g;
- outcolor.b = texture1D(curve, color.b).b;
- outcolor.a = color.a;
- gl_FragColor = outcolor;
-}
diff --git a/shaders/gst-gl-sin.frag b/shaders/gst-gl-sin.frag
deleted file mode 100644
index 4141e82..0000000
--- a/shaders/gst-gl-sin.frag
+++ /dev/null
@@ -1,75 +0,0 @@
-// [config]
-// expect_result: pass
-// glsl_version: 1.10
-//
-// # NOTE: Config section was auto-generated from file
-// # NOTE: 'glslparser.tests' at git revision
-// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0
-// [end config]
-
-/*
- * GStreamer
- * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com>
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Library General Public
- * License as published by the Free Software Foundation; either
- * version 2 of the License, or (at your option) any later version.
- *
- * This library 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
- * Library General Public License for more details.
- *
- * You should have received a copy of the GNU Library General Public
- * License along with this library; if not, write to the
- * Free Software Foundation, Inc., 59 Temple Place - Suite 330,
- * Boston, MA 02111-1307, USA.
- */
-
-#extension GL_ARB_texture_rectangle : enable
-uniform sampler2DRect tex;
-vec3 rgb2hsl (vec3 v)
-{
-/* TODO: check this algorythm */
- float MIN, MAX;
- float r, g, b;
- float h, l, s;
- float delta;
- h = 0.0; l = 0.0; s = 0.0;
- r = v.r; g = v.g; b = v.b;
- MIN = min (r, min (g, b));
- MAX = max (r, max (g, b));
- delta = MAX - MIN;
- l = (MAX + MIN) / 2.0;
- if ((MAX - MIN) < 0.0001) { h = 0.0; s = 0.0; }
- else {
- if (l <= 0.5) s = (MAX - MIN) / (MAX + MIN);
- else s = (MAX - MIN) / (2.0 - MAX - MIN);
- if (r == MAX) h = (g - b) / delta;
- else if (g == MAX) h = 2.0 + (b - r) / delta;
- else h = 4.0 + (r - g) / delta;
- h *= 60.0;
- if (h < 0.0) h += 360.0;
- }
- return vec3 (h, l, s);
-}
-
-void main () {
- vec3 HSL, RGB;
- vec4 color = texture2DRect (tex, vec2(gl_TexCoord[0].st));
- float luma = dot(color.rgb, vec3(0.2125, 0.7154, 0.0721));
- HSL = rgb2hsl (color.rgb);
-/* move hls discontinuity away from the desired red zone so we can use
- * smoothstep.. to try: convert degrees in radiants, divide by 2 and
- * smoothstep cosine */
- HSL.x += 180.0;
- if ((HSL.x) > 360.0) HSL.x -= 360.0;
-/* damn, it is extremely hard to get rid of human face reds! */
-/* picked hue is slightly shifted towards violet to prevent this but
- * still fails.. maybe hsl is not well suited for this */
- float a = smoothstep (110.0, 150.0, HSL.x);
- float b = smoothstep (170.0, 210.0, HSL.x);
- float alpha = a - b;
- gl_FragColor = color * alpha + luma * (1.0 - alpha);
-}
diff --git a/shaders/gst-gl-sobel.frag b/shaders/gst-gl-sobel.frag
deleted file mode 100644
index fa797e6..0000000
--- a/shaders/gst-gl-sobel.frag
+++ /dev/null
@@ -1,60 +0,0 @@
-// [config]
-// expect_result: pass
-// glsl_version: 1.20
-//
-// # NOTE: Config section was auto-generated from file
-// # NOTE: 'glslparser.tests' at git revision
-// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0
-// [end config]
-
-/*
- * GStreamer
- * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com>
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Library General Public
- * License as published by the Free Software Foundation; either
- * version 2 of the License, or (at your option) any later version.
- *
- * This library 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
- * Library General Public License for more details.
- *
- * You should have received a copy of the GNU Library General Public
- * License along with this library; if not, write to the
- * Free Software Foundation, Inc., 59 Temple Place - Suite 330,
- * Boston, MA 02111-1307, USA.
- */
-
-#version 120
-/* The #version was added by anholt in converting to piglit due to the
- * use of the array constructor.
- */
-
-#extension GL_ARB_texture_rectangle : enable
-uniform sampler2DRect tex;
-uniform float hkern[9];
-uniform float vkern[9];
-uniform bool invert;
-void main () {
- vec2 offset[9] = vec2[9] ( vec2(-1.0,-1.0), vec2( 0.0,-1.0), vec2( 1.0,-1.0),
- vec2(-1.0, 0.0), vec2( 0.0, 0.0), vec2( 1.0, 0.0),
- vec2(-1.0, 1.0), vec2( 0.0, 1.0), vec2( 1.0, 1.0) );
- vec2 texturecoord = gl_TexCoord[0].st;
- int i;
- float luma;
- float gx = 0.0;
- float gy = 0.0 ;
- for (i = 0; i < 9; i++) {
- if(hkern[i] != 0.0 || vkern[i] != 0.0) {
- vec4 neighbor = texture2DRect(tex, texturecoord + vec2(offset[i]));
- luma = dot(neighbor, vec4(0.2125, 0.7154, 0.0721, neighbor.a));
- gx += luma * hkern[i];
- gy += luma * vkern[i];
- }
- }
- float g = sqrt(gx*gx + gy*gy);
- if (invert) g = 1.0 - g;
- gl_FragColor = vec4(vec3(g), 1.0);
-}
diff --git a/shaders/gst-gl-square.frag b/shaders/gst-gl-square.frag
deleted file mode 100644
index d6669a8..0000000
--- a/shaders/gst-gl-square.frag
+++ /dev/null
@@ -1,45 +0,0 @@
-// [config]
-// expect_result: pass
-// glsl_version: 1.10
-//
-// # NOTE: Config section was auto-generated from file
-// # NOTE: 'glslparser.tests' at git revision
-// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0
-// [end config]
-
-/*
- * GStreamer
- * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com>
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Library General Public
- * License as published by the Free Software Foundation; either
- * version 2 of the License, or (at your option) any later version.
- *
- * This library 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
- * Library General Public License for more details.
- *
- * You should have received a copy of the GNU Library General Public
- * License along with this library; if not, write to the
- * Free Software Foundation, Inc., 59 Temple Place - Suite 330,
- * Boston, MA 02111-1307, USA.
- */
-
-#extension GL_ARB_texture_rectangle : enable
-uniform sampler2DRect tex;
-uniform float width;
-uniform float height;
-void main () {
- vec2 tex_size = vec2 (width, height);
- vec2 texturecoord = gl_TexCoord[0].xy;
- vec2 normcoord;
- normcoord = texturecoord / tex_size - 1.0;
- float r = length (normcoord);
- normcoord *= 1.0 + smoothstep(0.25, 0.5, abs(normcoord));
- normcoord /= 2.0; /* zoom amount */
- texturecoord = (normcoord + 1.0) * tex_size;
- vec4 color = texture2DRect (tex, texturecoord);
- gl_FragColor = color * gl_Color;
-}
diff --git a/shaders/gst-gl-squeeze.frag b/shaders/gst-gl-squeeze.frag
deleted file mode 100644
index 653307d..0000000
--- a/shaders/gst-gl-squeeze.frag
+++ /dev/null
@@ -1,44 +0,0 @@
-// [config]
-// expect_result: pass
-// glsl_version: 1.10
-//
-// # NOTE: Config section was auto-generated from file
-// # NOTE: 'glslparser.tests' at git revision
-// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0
-// [end config]
-
-/*
- * GStreamer
- * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com>
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Library General Public
- * License as published by the Free Software Foundation; either
- * version 2 of the License, or (at your option) any later version.
- *
- * This library 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
- * Library General Public License for more details.
- *
- * You should have received a copy of the GNU Library General Public
- * License along with this library; if not, write to the
- * Free Software Foundation, Inc., 59 Temple Place - Suite 330,
- * Boston, MA 02111-1307, USA.
- */
-
-#extension GL_ARB_texture_rectangle : enable
-uniform sampler2DRect tex;
-uniform float width, height;
-void main () {
- vec2 tex_size = vec2 (width, height);
- vec2 texturecoord = gl_TexCoord[0].xy;
- vec2 normcoord;
- normcoord = texturecoord / tex_size - 1.0;
- float r = length (normcoord);
- r = pow(r, 0.40)*1.3;
- normcoord = normcoord / r;
- texturecoord = (normcoord + 1.0) * tex_size;
- vec4 color = texture2DRect (tex, texturecoord);
- gl_FragColor = color * gl_Color;
-}
diff --git a/shaders/gst-gl-sum.frag b/shaders/gst-gl-sum.frag
deleted file mode 100644
index 9737850..0000000
--- a/shaders/gst-gl-sum.frag
+++ /dev/null
@@ -1,39 +0,0 @@
-// [config]
-// expect_result: pass
-// glsl_version: 1.10
-//
-// # NOTE: Config section was auto-generated from file
-// # NOTE: 'glslparser.tests' at git revision
-// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0
-// [end config]
-
-/*
- * GStreamer
- * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com>
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Library General Public
- * License as published by the Free Software Foundation; either
- * version 2 of the License, or (at your option) any later version.
- *
- * This library 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
- * Library General Public License for more details.
- *
- * You should have received a copy of the GNU Library General Public
- * License along with this library; if not, write to the
- * Free Software Foundation, Inc., 59 Temple Place - Suite 330,
- * Boston, MA 02111-1307, USA.
- */
-
-#extension GL_ARB_texture_rectangle : enable
-uniform sampler2DRect base;
-uniform sampler2DRect blend;
-uniform float alpha;
-uniform float beta;
-void main () {
- vec4 basecolor = texture2DRect (base, gl_TexCoord[0].st);
- vec4 blendcolor = texture2DRect (blend, gl_TexCoord[0].st);
- gl_FragColor = alpha * basecolor + beta * blendcolor;
-}
diff --git a/shaders/gst-gl-text-download-i420-yv12.frag b/shaders/gst-gl-text-download-i420-yv12.frag
deleted file mode 100644
index 65fb18d..0000000
--- a/shaders/gst-gl-text-download-i420-yv12.frag
+++ /dev/null
@@ -1,54 +0,0 @@
-// [config]
-// expect_result: pass
-// glsl_version: 1.10
-//
-// # NOTE: Config section was auto-generated from file
-// # NOTE: 'glslparser.tests' at git revision
-// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0
-// [end config]
-
-/*
- * GStreamer
- * Copyright (C) 2007 David A. Schleef <ds@schleef.org>
- * Copyright (C) 2008 Julien Isorce <julien.isorce@gmail.com>
- * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com>
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Library General Public
- * License as published by the Free Software Foundation; either
- * version 2 of the License, or (at your option) any later version.
- *
- * This library 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
- * Library General Public License for more details.
- *
- * You should have received a copy of the GNU Library General Public
- * License along with this library; if not, write to the
- * Free Software Foundation, Inc., 59 Temple Place - Suite 330,
- * Boston, MA 02111-1307, USA.
- */
-
-#extension GL_ARB_texture_rectangle : enable
-uniform sampler2DRect tex;
-uniform float w, h;
-void main(void) {
- float r,g,b,r2,b2,g2,y,u,v;
- vec2 nxy=gl_TexCoord[0].xy;
- vec2 nxy2=mod(2.0*nxy, vec2(w, h));
- r=texture2DRect(tex,nxy).r;
- g=texture2DRect(tex,nxy).g;
- b=texture2DRect(tex,nxy).b;
- r2=texture2DRect(tex,nxy2).r;
- g2=texture2DRect(tex,nxy2).g;
- b2=texture2DRect(tex,nxy2).b;
- y=0.299011*r + 0.586987*g + 0.114001*b;
- u=-0.148246*r2 -0.29102*g2 + 0.439266*b2;
- v=0.439271*r2 - 0.367833*g2 - 0.071438*b2 ;
- y=0.858885*y + 0.0625;
- u=u + 0.5;
- v=v + 0.5;
- gl_FragData[0] = vec4(y, 0.0, 0.0, 1.0);
- gl_FragData[1] = vec4(u, 0.0, 0.0, 1.0);
- gl_FragData[2] = vec4(v, 0.0, 0.0, 1.0);
-}
diff --git a/shaders/gst-gl-text-download-yuy2-uyvy.frag b/shaders/gst-gl-text-download-yuy2-uyvy.frag
deleted file mode 100644
index 9dbe97b..0000000
--- a/shaders/gst-gl-text-download-yuy2-uyvy.frag
+++ /dev/null
@@ -1,54 +0,0 @@
-// [config]
-// expect_result: pass
-// glsl_version: 1.10
-//
-// # NOTE: Config section was auto-generated from file
-// # NOTE: 'glslparser.tests' at git revision
-// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0
-// [end config]
-
-/*
- * GStreamer
- * Copyright (C) 2007 David A. Schleef <ds@schleef.org>
- * Copyright (C) 2008 Julien Isorce <julien.isorce@gmail.com>
- * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com>
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Library General Public
- * License as published by the Free Software Foundation; either
- * version 2 of the License, or (at your option) any later version.
- *
- * This library 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
- * Library General Public License for more details.
- *
- * You should have received a copy of the GNU Library General Public
- * License along with this library; if not, write to the
- * Free Software Foundation, Inc., 59 Temple Place - Suite 330,
- * Boston, MA 02111-1307, USA.
- */
-
-#extension GL_ARB_texture_rectangle : enable
-uniform sampler2DRect tex;
-void main(void) {
- float fx,fy,r,g,b,r2,g2,b2,y1,y2,u,v;
- fx = gl_TexCoord[0].x;
- fy = gl_TexCoord[0].y;
- r=texture2DRect(tex,vec2(fx*2.0,fy)).r;
- g=texture2DRect(tex,vec2(fx*2.0,fy)).g;
- b=texture2DRect(tex,vec2(fx*2.0,fy)).b;
- r2=texture2DRect(tex,vec2(fx*2.0+1.0,fy)).r;
- g2=texture2DRect(tex,vec2(fx*2.0+1.0,fy)).g;
- b2=texture2DRect(tex,vec2(fx*2.0+1.0,fy)).b;
- y1=0.299011*r + 0.586987*g + 0.114001*b;
- y2=0.299011*r2 + 0.586987*g2 + 0.114001*b2;
- u=-0.148246*r -0.29102*g + 0.439266*b;
- v=0.439271*r - 0.367833*g - 0.071438*b ;
- y1=0.858885*y1 + 0.0625;
- y2=0.858885*y2 + 0.0625;
- u=u + 0.5;
- v=v + 0.5;
- /* "%s" replaced with "y2,u,y1,v" in conversion to piglit (yuy2 version) */
- gl_FragColor=vec4(y2,u,y1,v);
-}
diff --git a/shaders/gst-gl-text-upload-ayuv.frag b/shaders/gst-gl-text-upload-ayuv.frag
deleted file mode 100644
index 15a59ed..0000000
--- a/shaders/gst-gl-text-upload-ayuv.frag
+++ /dev/null
@@ -1,47 +0,0 @@
-// [config]
-// expect_result: pass
-// glsl_version: 1.10
-//
-// # NOTE: Config section was auto-generated from file
-// # NOTE: 'glslparser.tests' at git revision
-// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0
-// [end config]
-
-/*
- * GStreamer
- * Copyright (C) 2007 David A. Schleef <ds@schleef.org>
- * Copyright (C) 2008 Julien Isorce <julien.isorce@gmail.com>
- * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com>
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Library General Public
- * License as published by the Free Software Foundation; either
- * version 2 of the License, or (at your option) any later version.
- *
- * This library 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
- * Library General Public License for more details.
- *
- * You should have received a copy of the GNU Library General Public
- * License along with this library; if not, write to the
- * Free Software Foundation, Inc., 59 Temple Place - Suite 330,
- * Boston, MA 02111-1307, USA.
- */
-
-#extension GL_ARB_texture_rectangle : enable
-uniform sampler2DRect tex;
-void main(void) {
- float r,g,b,y,u,v;
- vec2 nxy=gl_TexCoord[0].xy;
- y=texture2DRect(tex,nxy).r;
- u=texture2DRect(tex,nxy).g;
- v=texture2DRect(tex,nxy).b;
- y=1.1643*(y-0.0625);
- u=u-0.5;
- v=v-0.5;
- r=y+1.5958*v;
- g=y-0.39173*u-0.81290*v;
- b=y+2.017*u;
- gl_FragColor=vec4(r,g,b,1.0);
-}
diff --git a/shaders/gst-gl-text-upload-i420-yv12.frag b/shaders/gst-gl-text-upload-i420-yv12.frag
deleted file mode 100644
index f6b798a..0000000
--- a/shaders/gst-gl-text-upload-i420-yv12.frag
+++ /dev/null
@@ -1,49 +0,0 @@
-// [config]
-// expect_result: pass
-// glsl_version: 1.10
-//
-// # NOTE: Config section was auto-generated from file
-// # NOTE: 'glslparser.tests' at git revision
-// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0
-// [end config]
-
-/*
- * GStreamer
- * Copyright (C) 2007 David A. Schleef <ds@schleef.org>
- * Copyright (C) 2008 Julien Isorce <julien.isorce@gmail.com>
- * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com>
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Library General Public
- * License as published by the Free Software Foundation; either
- * version 2 of the License, or (at your option) any later version.
- *
- * This library 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
- * Library General Public License for more details.
- *
- * You should have received a copy of the GNU Library General Public
- * License along with this library; if not, write to the
- * Free Software Foundation, Inc., 59 Temple Place - Suite 330,
- * Boston, MA 02111-1307, USA.
- */
-
-#extension GL_ARB_texture_rectangle : enable
-uniform sampler2DRect Ytex,Utex,Vtex;
-void main(void) {
- float r,g,b,y,u,v;
- vec2 nxy = gl_TexCoord[0].xy;
- /* %s replaced with "" in conversion to piglit -- non-ATI version */
- y=texture2DRect(Ytex,nxy).r;
- /* %s replaced with "*0.5" in conversion to piglit -- non-ATI version */
- u=texture2DRect(Utex,nxy*0.5).r;
- v=texture2DRect(Vtex,nxy*0.5).r;
- y=1.1643*(y-0.0625);
- u=u-0.5;
- v=v-0.5;
- r=y+1.5958*v;
- g=y-0.39173*u-0.81290*v;
- b=y+2.017*u;
- gl_FragColor=vec4(r,g,b,1.0);
-}
diff --git a/shaders/gst-gl-text-upload-yuy2-uyvy.frag b/shaders/gst-gl-text-upload-yuy2-uyvy.frag
deleted file mode 100644
index 93280db..0000000
--- a/shaders/gst-gl-text-upload-yuy2-uyvy.frag
+++ /dev/null
@@ -1,51 +0,0 @@
-// [config]
-// expect_result: pass
-// glsl_version: 1.10
-//
-// # NOTE: Config section was auto-generated from file
-// # NOTE: 'glslparser.tests' at git revision
-// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0
-// [end config]
-
-/*
- * GStreamer
- * Copyright (C) 2007 David A. Schleef <ds@schleef.org>
- * Copyright (C) 2008 Julien Isorce <julien.isorce@gmail.com>
- * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com>
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Library General Public
- * License as published by the Free Software Foundation; either
- * version 2 of the License, or (at your option) any later version.
- *
- * This library 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
- * Library General Public License for more details.
- *
- * You should have received a copy of the GNU Library General Public
- * License along with this library; if not, write to the
- * Free Software Foundation, Inc., 59 Temple Place - Suite 330,
- * Boston, MA 02111-1307, USA.
- */
-
-#extension GL_ARB_texture_rectangle : enable
-uniform sampler2DRect Ytex, UVtex;
-void main(void) {
- float fx, fy, y, u, v, r, g, b;
- fx = gl_TexCoord[0].x;
- fy = gl_TexCoord[0].y;
- /* %c replaced with 'r' in conversion to piglit -- YUY2 version */
- y = texture2DRect(Ytex,vec2(fx,fy)).r;
- /* %c replaced with 'g' in conversion to piglit -- YUY2 version */
- u = texture2DRect(UVtex,vec2(fx*0.5,fy)).g;
- /* %c replaced with 'b' in conversion to piglit -- YUY2 version */
- v = texture2DRect(UVtex,vec2(fx*0.5,fy)).b;
- y=1.164*(y-0.0627);
- u=u-0.5;
- v=v-0.5;
- r = y+1.5958*v;
- g = y-0.39173*u-0.81290*v;
- b = y+2.017*u;
- gl_FragColor = vec4(r, g, b, 1.0);
-}
diff --git a/shaders/gst-gl-texture-interp.frag b/shaders/gst-gl-texture-interp.frag
deleted file mode 100644
index 41bbdba..0000000
--- a/shaders/gst-gl-texture-interp.frag
+++ /dev/null
@@ -1,51 +0,0 @@
-// [config]
-// expect_result: pass
-// glsl_version: 1.10
-//
-// # NOTE: Config section was auto-generated from file
-// # NOTE: 'glslparser.tests' at git revision
-// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0
-// [end config]
-
-/*
- * GStreamer
- * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com>
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Library General Public
- * License as published by the Free Software Foundation; either
- * version 2 of the License, or (at your option) any later version.
- *
- * This library 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
- * Library General Public License for more details.
- *
- * You should have received a copy of the GNU Library General Public
- * License along with this library; if not, write to the
- * Free Software Foundation, Inc., 59 Temple Place - Suite 330,
- * Boston, MA 02111-1307, USA.
- */
-
-#extension GL_ARB_texture_rectangle : enable
-uniform sampler2DRect base;
-uniform sampler2DRect blend;
-uniform sampler2DRect alpha;
-uniform float final_width, final_height;
-uniform float base_width, base_height;
-/*
-uniform float blend_width, blend_height;
-uniform float alpha_width, alpha_height;
-*/
-void main () {
-vec2 base_scale = vec2 (base_width, base_height) / vec2 (final_width, final_height);
-/*
-vec2 blend_scale = vec2 (blend_width, blend_height) / vec2 (final_width, final_height);
-vec2 alpha_scale = vec2 (alpha_width, alpha_height) / vec2 (final_width, final_height);
-*/
-
-vec4 basecolor = texture2DRect (base, gl_TexCoord[0].st * base_scale);
-vec4 blendcolor = texture2DRect (blend, gl_TexCoord[0].st);
-vec4 alphacolor = texture2DRect (alpha, gl_TexCoord[0].st);
-gl_FragColor = (alphacolor * blendcolor) + (1.0 - alphacolor) * basecolor;
-}
diff --git a/shaders/gst-gl-tunnel.frag b/shaders/gst-gl-tunnel.frag
deleted file mode 100644
index 70f80d0..0000000
--- a/shaders/gst-gl-tunnel.frag
+++ /dev/null
@@ -1,47 +0,0 @@
-// [config]
-// expect_result: pass
-// glsl_version: 1.10
-//
-// # NOTE: Config section was auto-generated from file
-// # NOTE: 'glslparser.tests' at git revision
-// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0
-// [end config]
-
-/*
- * GStreamer
- * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com>
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Library General Public
- * License as published by the Free Software Foundation; either
- * version 2 of the License, or (at your option) any later version.
- *
- * This library 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
- * Library General Public License for more details.
- *
- * You should have received a copy of the GNU Library General Public
- * License along with this library; if not, write to the
- * Free Software Foundation, Inc., 59 Temple Place - Suite 330,
- * Boston, MA 02111-1307, USA.
- */
-
-#extension GL_ARB_texture_rectangle : enable
-uniform sampler2DRect tex;
-uniform float width, height;
-void main () {
- vec2 tex_size = vec2 (width, height);
- vec2 texturecoord = gl_TexCoord[0].xy;
- vec2 normcoord;
- /* little trick with normalized coords to obtain a circle */
- normcoord = texturecoord / tex_size.x - tex_size / tex_size.x;
- float r = length(normcoord);
- float phi = atan(normcoord.y, normcoord.x);
- r = clamp (r, 0.0, 0.5); /* is there a way to do this without polars? */
- normcoord.x = r * cos(phi);
- normcoord.y = r * sin(phi);
- texturecoord = (normcoord + tex_size/tex_size.x) * tex_size.x;
- vec4 color = texture2DRect (tex, texturecoord);
- gl_FragColor = color;
-}
diff --git a/shaders/gst-gl-twirl.frag b/shaders/gst-gl-twirl.frag
deleted file mode 100644
index bb75978..0000000
--- a/shaders/gst-gl-twirl.frag
+++ /dev/null
@@ -1,46 +0,0 @@
-// [config]
-// expect_result: pass
-// glsl_version: 1.10
-//
-// # NOTE: Config section was auto-generated from file
-// # NOTE: 'glslparser.tests' at git revision
-// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0
-// [end config]
-
-/*
- * GStreamer
- * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com>
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Library General Public
- * License as published by the Free Software Foundation; either
- * version 2 of the License, or (at your option) any later version.
- *
- * This library 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
- * Library General Public License for more details.
- *
- * You should have received a copy of the GNU Library General Public
- * License along with this library; if not, write to the
- * Free Software Foundation, Inc., 59 Temple Place - Suite 330,
- * Boston, MA 02111-1307, USA.
- */
-
-#extension GL_ARB_texture_rectangle : enable
-uniform sampler2DRect tex;
-uniform float width, height;
-void main () {
- vec2 tex_size = vec2 (width, height);
- vec2 texturecoord = gl_TexCoord[0].xy;
- vec2 normcoord;
- normcoord = texturecoord / tex_size - 1.0;
- float r = length (normcoord);
- float phi = atan (normcoord.y, normcoord.x);
- phi += (1.0 - smoothstep (-0.6, 0.6, r)) * 4.8;
- normcoord.x = r * cos(phi);
- normcoord.y = r * sin(phi);
- texturecoord = (normcoord + 1.0) * tex_size;
- vec4 color = texture2DRect (tex, texturecoord);
- gl_FragColor = color;
-}
diff --git a/shaders/gst-gl-vconv9.frag b/shaders/gst-gl-vconv9.frag
deleted file mode 100644
index e6cdeb1..0000000
--- a/shaders/gst-gl-vconv9.frag
+++ /dev/null
@@ -1,52 +0,0 @@
-// [config]
-// expect_result: pass
-// glsl_version: 1.20
-//
-// # NOTE: Config section was auto-generated from file
-// # NOTE: 'glslparser.tests' at git revision
-// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0
-// [end config]
-
-/*
- * GStreamer
- * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com>
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Library General Public
- * License as published by the Free Software Foundation; either
- * version 2 of the License, or (at your option) any later version.
- *
- * This library 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
- * Library General Public License for more details.
- *
- * You should have received a copy of the GNU Library General Public
- * License along with this library; if not, write to the
- * Free Software Foundation, Inc., 59 Temple Place - Suite 330,
- * Boston, MA 02111-1307, USA.
- */
-
-#version 120
-/* The #version was added by anholt in converting to piglit due to the
- * use of the array constructor.
- */
-
-#extension GL_ARB_texture_rectangle : enable
-uniform sampler2DRect tex;
-uniform float norm_const;
-uniform float norm_offset;
-uniform float kernel[9];
-void main () {
- float offset[9] = float[9] (-4.0, -3.0, -2.0, -1.0, 0.0, 1.0, 2.0, 3.0, 4.0);
- vec2 texturecoord = gl_TexCoord[0].st;
- int i;
- vec4 sum = vec4 (0.0);
- for (i = 0; i < 9; i++) {
- if (kernel[i] != 0.0) {
- vec4 neighbor = texture2DRect(tex, vec2(texturecoord.s, texturecoord.t+offset[i]));
- sum += neighbor * kernel[i]/norm_const;
- }
- }
- gl_FragColor = sum + norm_offset;
-}
diff --git a/shaders/norsetto-bumptbn_sh_fp.frag b/shaders/norsetto-bumptbn_sh_fp.frag
deleted file mode 100644
index ed90545..0000000
--- a/shaders/norsetto-bumptbn_sh_fp.frag
+++ /dev/null
@@ -1,68 +0,0 @@
-// [config]
-// expect_result: pass
-// glsl_version: 1.10
-//
-// # NOTE: Config section was auto-generated from file
-// # NOTE: 'glslparser.tests' at git revision
-// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0
-// [end config]
-
-/*
- * bumpTBN_SH_FP.glsl - ambient, diffuse and specular lighting in tangent space
- * with shadow mapping and 4-samples PCF
- *
- * Simple test GLSL shader
- * Copyright (c) 2007 Cesare Tirabassi <norsetto@ubuntu.com>
- *
- * 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; version 3 of the License.
- *
- * 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.
- */
-
-varying vec3 lvec, vvec;
-
-uniform sampler2D colorMap;
-uniform sampler2D bumpMap;
-uniform sampler2DShadow shadowMap;
-
-const vec2 texmapscale = vec2( 1.0/1024.0, 1.0/1024.0 );
-
-vec4 offset_lookup(sampler2DShadow map, vec4 loc, vec2 offset )
-{
- return shadow2DProj( map, vec4(loc.xy + offset * texmapscale * loc.w, loc.z, loc.w ) );
-}
-
-void main()
-{
- vec3 lv = normalize(lvec);
- vec3 vv = normalize(vvec);
- vec3 nv = 2.0*texture2D(bumpMap, gl_TexCoord[0].st).rgb-1.0;
-
- float diff = max(dot(lv, nv), 0.0);
-
- float spec = 0.0;
- if (diff != 0.0)
- spec = pow( max( dot(-normalize(reflect(lv,nv)), vv), 0.0), 64.0 );
-
- vec4 texture = texture2D(colorMap, gl_TexCoord[0].st);
-
- vec2 offset = mod(gl_FragCoord.xy, 2.0);
-
- offset.y += offset.x;
- if ( offset.y > 1.1)
- offset.y = 0.0;
-
- vec4 shadow = ( offset_lookup( shadowMap, gl_TexCoord[1], offset+vec2(-1.5, 0.5) ) +
- offset_lookup( shadowMap, gl_TexCoord[1], offset+vec2( 0.5, 0.5) ) +
- offset_lookup( shadowMap, gl_TexCoord[1], offset+vec2(-1.5, -1.5) ) +
- offset_lookup( shadowMap, gl_TexCoord[1], offset+vec2( 0.5, -1.5) ) )*0.25;
-
-// vec4 shadow = shadow2DProj(shadowMap, gl_TexCoord[1]);
-
- gl_FragColor = texture*( shadow*( 0.1 + 0.75 * diff + spec * texture.a ) + 0.2 );
-}
diff --git a/shaders/norsetto-bumptbn_sh_fp.vert b/shaders/norsetto-bumptbn_sh_fp.vert
deleted file mode 100644
index bf93986..0000000
--- a/shaders/norsetto-bumptbn_sh_fp.vert
+++ /dev/null
@@ -1,45 +0,0 @@
-// [config]
-// expect_result: pass
-// glsl_version: 1.10
-//
-// # NOTE: Config section was auto-generated from file
-// # NOTE: 'glslparser.tests' at git revision
-// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0
-// [end config]
-
-/*
- * bumpTBN_SH_VP.glsl - transforming to tangent space and computing shadow
- * mapping matrix
- *
- * Simple test GLSL shader
- * Copyright (c) 2007 Cesare Tirabassi <norsetto@ubuntu.com>
- *
- * 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; version 3 of the License.
- *
- * 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.
- */
-
-varying vec3 lvec, vvec;
-attribute vec3 tangent, binormal;
-
-void main()
-{
- gl_Position = ftransform();
-
- gl_TexCoord[0] = gl_MultiTexCoord0;
-
- gl_TexCoord[1] = gl_TextureMatrix[2] * gl_ModelViewMatrix * gl_Vertex;
-
- mat3 TBN = mat3(tangent, binormal, gl_Normal);
-
- lvec = (gl_ModelViewMatrixInverse * gl_LightSource[0].position - gl_Vertex).xyz;
- lvec *= TBN;
-
- vvec = (gl_ModelViewMatrixInverse[3] - gl_Vertex).xyz;
- vvec *= TBN;
-}
diff --git a/shaders/xonotic-vs-generic-diffuse.vert b/shaders/xonotic-vs-generic-diffuse.vert
deleted file mode 100644
index 039ce6b..0000000
--- a/shaders/xonotic-vs-generic-diffuse.vert
+++ /dev/null
@@ -1,1309 +0,0 @@
-// [config]
-// expect_result: pass
-// glsl_version: 1.10
-//
-// # NOTE: Config section was auto-generated from file
-// # NOTE: 'glslparser.tests' at git revision
-// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0
-// [end config]
-
-/*
-Copyright (C) 1996-1997 Id Software, Inc.
-
-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 2
-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.
-
-*/
-
-/* Modification from original source: Pasted in #defines from the C
- * source by anholt.
- */
-#define VERTEX_SHADER
-#define MODE_GENERIC
-#define USEDIFFUSE
-
-/* Begin original shader source. */
-// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
-// written by Forest 'LordHavoc' Hale
-// shadowmapping enhancements by Lee 'eihrul' Salzman
-
-#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)
-# define USEFOG
-#endif
-#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
-#define USELIGHTMAP
-#endif
-#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)
-#define USEEYEVECTOR
-#endif
-
-#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)
-# extension GL_ARB_texture_rectangle : enable
-#endif
-
-#ifdef USESHADOWMAP2D
-# ifdef GL_EXT_gpu_shader4
-# extension GL_EXT_gpu_shader4 : enable
-# endif
-# ifdef GL_ARB_texture_gather
-# extension GL_ARB_texture_gather : enable
-# else
-# ifdef GL_AMD_texture_texture4
-# extension GL_AMD_texture_texture4 : enable
-# endif
-# endif
-#endif
-
-#ifdef USESHADOWMAPCUBE
-# extension GL_EXT_gpu_shader4 : enable
-#endif
-
-//#ifdef USESHADOWSAMPLER
-//# extension GL_ARB_shadow : enable
-//#endif
-
-//#ifdef __GLSL_CG_DATA_TYPES
-//# define myhalf half
-//# define myhalf2 half2
-//# define myhalf3 half3
-//# define myhalf4 half4
-//#else
-# define myhalf float
-# define myhalf2 vec2
-# define myhalf3 vec3
-# define myhalf4 vec4
-//#endif
-
-#ifdef VERTEX_SHADER
-uniform mat4 ModelViewProjectionMatrix;
-#endif
-
-#ifdef MODE_DEPTH_OR_SHADOW
-#ifdef VERTEX_SHADER
-void main(void)
-{
- gl_Position = ModelViewProjectionMatrix * gl_Vertex;
-}
-#endif
-#else // !MODE_DEPTH_ORSHADOW
-
-
-
-
-#ifdef MODE_SHOWDEPTH
-#ifdef VERTEX_SHADER
-void main(void)
-{
- gl_Position = ModelViewProjectionMatrix * gl_Vertex;
- gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);
-}
-#endif
-
-#ifdef FRAGMENT_SHADER
-void main(void)
-{
- gl_FragColor = gl_Color;
-}
-#endif
-#else // !MODE_SHOWDEPTH
-
-
-
-
-#ifdef MODE_POSTPROCESS
-varying vec2 TexCoord1;
-varying vec2 TexCoord2;
-
-#ifdef VERTEX_SHADER
-void main(void)
-{
- gl_Position = ModelViewProjectionMatrix * gl_Vertex;
- TexCoord1 = gl_MultiTexCoord0.xy;
-#ifdef USEBLOOM
- TexCoord2 = gl_MultiTexCoord4.xy;
-#endif
-}
-#endif
-
-#ifdef FRAGMENT_SHADER
-uniform sampler2D Texture_First;
-#ifdef USEBLOOM
-uniform sampler2D Texture_Second;
-uniform vec4 BloomColorSubtract;
-#endif
-#ifdef USEGAMMARAMPS
-uniform sampler2D Texture_GammaRamps;
-#endif
-#ifdef USESATURATION
-uniform float Saturation;
-#endif
-#ifdef USEVIEWTINT
-uniform vec4 ViewTintColor;
-#endif
-//uncomment these if you want to use them:
-uniform vec4 UserVec1;
-uniform vec4 UserVec2;
-// uniform vec4 UserVec3;
-// uniform vec4 UserVec4;
-// uniform float ClientTime;
-uniform vec2 PixelSize;
-void main(void)
-{
- gl_FragColor = texture2D(Texture_First, TexCoord1);
-#ifdef USEBLOOM
- gl_FragColor += max(vec4(0,0,0,0), texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);
-#endif
-#ifdef USEVIEWTINT
- gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);
-#endif
-
-#ifdef USEPOSTPROCESSING
-// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
-// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
- float sobel = 1.0;
- // vec2 ts = textureSize(Texture_First, 0);
- // vec2 px = vec2(1/ts.x, 1/ts.y);
- vec2 px = PixelSize;
- vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
- vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;
- vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
- vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
- vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;
- vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
- vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
- vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;
- vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
- vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
- vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;
- vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
- float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);
- float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);
- float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);
- float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);
- float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);
- float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);
- float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);
- float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);
- float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);
- float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);
- float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);
- float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);
- sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);
- gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
- gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
- gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
- gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;
- gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;
- gl_FragColor /= (1.0 + 5.0 * UserVec1.y);
- gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;
-#endif
-
-#ifdef USESATURATION
- //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
- float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));
- //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;
- gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);
-#endif
-
-#ifdef USEGAMMARAMPS
- gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;
- gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;
- gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;
-#endif
-}
-#endif
-#else // !MODE_POSTPROCESS
-
-
-
-
-#ifdef MODE_GENERIC
-#ifdef USEDIFFUSE
-varying vec2 TexCoord1;
-#endif
-#ifdef USESPECULAR
-varying vec2 TexCoord2;
-#endif
-#ifdef VERTEX_SHADER
-void main(void)
-{
- gl_FrontColor = gl_Color;
-#ifdef USEDIFFUSE
- TexCoord1 = gl_MultiTexCoord0.xy;
-#endif
-#ifdef USESPECULAR
- TexCoord2 = gl_MultiTexCoord1.xy;
-#endif
- gl_Position = ModelViewProjectionMatrix * gl_Vertex;
-}
-#endif
-
-#ifdef FRAGMENT_SHADER
-#ifdef USEDIFFUSE
-uniform sampler2D Texture_First;
-#endif
-#ifdef USESPECULAR
-uniform sampler2D Texture_Second;
-#endif
-
-void main(void)
-{
- gl_FragColor = gl_Color;
-#ifdef USEDIFFUSE
- gl_FragColor *= texture2D(Texture_First, TexCoord1);
-#endif
-
-#ifdef USESPECULAR
- vec4 tex2 = texture2D(Texture_Second, TexCoord2);
-# ifdef USECOLORMAPPING
- gl_FragColor *= tex2;
-# endif
-# ifdef USEGLOW
- gl_FragColor += tex2;
-# endif
-# ifdef USEVERTEXTEXTUREBLEND
- gl_FragColor = mix(gl_FragColor, tex2, tex2.a);
-# endif
-#endif
-}
-#endif
-#else // !MODE_GENERIC
-
-
-
-
-#ifdef MODE_BLOOMBLUR
-varying TexCoord;
-#ifdef VERTEX_SHADER
-void main(void)
-{
- gl_FrontColor = gl_Color;
- TexCoord = gl_MultiTexCoord0.xy;
- gl_Position = ModelViewProjectionMatrix * gl_Vertex;
-}
-#endif
-
-#ifdef FRAGMENT_SHADER
-uniform sampler2D Texture_First;
-uniform vec4 BloomBlur_Parameters;
-
-void main(void)
-{
- int i;
- vec2 tc = TexCoord;
- vec3 color = texture2D(Texture_First, tc).rgb;
- tc += BloomBlur_Parameters.xy;
- for (i = 1;i < SAMPLES;i++)
- {
- color += texture2D(Texture_First, tc).rgb;
- tc += BloomBlur_Parameters.xy;
- }
- gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);
-}
-#endif
-#else // !MODE_BLOOMBLUR
-#ifdef MODE_REFRACTION
-varying vec2 TexCoord;
-varying vec4 ModelViewProjectionPosition;
-uniform mat4 TexMatrix;
-#ifdef VERTEX_SHADER
-
-void main(void)
-{
- TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);
- gl_Position = ModelViewProjectionMatrix * gl_Vertex;
- ModelViewProjectionPosition = gl_Position;
-}
-#endif
-
-#ifdef FRAGMENT_SHADER
-uniform sampler2D Texture_Normal;
-uniform sampler2D Texture_Refraction;
-uniform sampler2D Texture_Reflection;
-
-uniform vec4 DistortScaleRefractReflect;
-uniform vec4 ScreenScaleRefractReflect;
-uniform vec4 ScreenCenterRefractReflect;
-uniform vec4 RefractColor;
-uniform vec4 ReflectColor;
-uniform float ReflectFactor;
-uniform float ReflectOffset;
-
-void main(void)
-{
- vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
- //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
- vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
- vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;
- // FIXME temporary hack to detect the case that the reflection
- // gets blackened at edges due to leaving the area that contains actual
- // content.
- // Remove this 'ack once we have a better way to stop this thing from
- // 'appening.
- float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
- f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
- f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
- f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
- ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
- gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;
-}
-#endif
-#else // !MODE_REFRACTION
-
-
-
-
-#ifdef MODE_WATER
-varying vec2 TexCoord;
-varying vec3 EyeVector;
-varying vec4 ModelViewProjectionPosition;
-#ifdef VERTEX_SHADER
-uniform vec3 EyePosition;
-uniform mat4 TexMatrix;
-
-void main(void)
-{
- TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);
- vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;
- EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);
- EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);
- EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);
- gl_Position = ModelViewProjectionMatrix * gl_Vertex;
- ModelViewProjectionPosition = gl_Position;
-}
-#endif
-
-#ifdef FRAGMENT_SHADER
-uniform sampler2D Texture_Normal;
-uniform sampler2D Texture_Refraction;
-uniform sampler2D Texture_Reflection;
-
-uniform vec4 DistortScaleRefractReflect;
-uniform vec4 ScreenScaleRefractReflect;
-uniform vec4 ScreenCenterRefractReflect;
-uniform vec4 RefractColor;
-uniform vec4 ReflectColor;
-uniform float ReflectFactor;
-uniform float ReflectOffset;
-
-void main(void)
-{
- vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
- //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
- vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
- //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);
- vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;
- // FIXME temporary hack to detect the case that the reflection
- // gets blackened at edges due to leaving the area that contains actual
- // content.
- // Remove this 'ack once we have a better way to stop this thing from
- // 'appening.
- float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);
- f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);
- f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);
- f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);
- ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
- f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);
- f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);
- f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);
- f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);
- ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
- float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;
- gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);
-}
-#endif
-#else // !MODE_WATER
-
-
-
-
-// common definitions between vertex shader and fragment shader:
-
-varying vec2 TexCoord;
-#ifdef USEVERTEXTEXTUREBLEND
-varying vec2 TexCoord2;
-#endif
-#ifdef USELIGHTMAP
-varying vec2 TexCoordLightmap;
-#endif
-
-#ifdef MODE_LIGHTSOURCE
-varying vec3 CubeVector;
-#endif
-
-#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)
-varying vec3 LightVector;
-#endif
-
-#ifdef USEEYEVECTOR
-varying vec3 EyeVector;
-#endif
-#ifdef USEFOG
-varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;
-#endif
-
-#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)
-varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)
-varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)
-varying vec3 VectorR; // direction of R texcoord (surface normal)
-#endif
-
-#ifdef USEREFLECTION
-varying vec4 ModelViewProjectionPosition;
-#endif
-#ifdef MODE_DEFERREDLIGHTSOURCE
-uniform vec3 LightPosition;
-varying vec4 ModelViewPosition;
-#endif
-
-#ifdef MODE_LIGHTSOURCE
-uniform vec3 LightPosition;
-#endif
-uniform vec3 EyePosition;
-#ifdef MODE_LIGHTDIRECTION
-uniform vec3 LightDir;
-#endif
-uniform vec4 FogPlane;
-
-#ifdef USESHADOWMAPORTHO
-varying vec3 ShadowMapTC;
-#endif
-
-
-
-
-
-// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
-
-// fragment shader specific:
-#ifdef FRAGMENT_SHADER
-
-uniform sampler2D Texture_Normal;
-uniform sampler2D Texture_Color;
-uniform sampler2D Texture_Gloss;
-#ifdef USEGLOW
-uniform sampler2D Texture_Glow;
-#endif
-#ifdef USEVERTEXTEXTUREBLEND
-uniform sampler2D Texture_SecondaryNormal;
-uniform sampler2D Texture_SecondaryColor;
-uniform sampler2D Texture_SecondaryGloss;
-#ifdef USEGLOW
-uniform sampler2D Texture_SecondaryGlow;
-#endif
-#endif
-#ifdef USECOLORMAPPING
-uniform sampler2D Texture_Pants;
-uniform sampler2D Texture_Shirt;
-#endif
-#ifdef USEFOG
-#ifdef USEFOGHEIGHTTEXTURE
-uniform sampler2D Texture_FogHeightTexture;
-#endif
-uniform sampler2D Texture_FogMask;
-#endif
-#ifdef USELIGHTMAP
-uniform sampler2D Texture_Lightmap;
-#endif
-#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
-uniform sampler2D Texture_Deluxemap;
-#endif
-#ifdef USEREFLECTION
-uniform sampler2D Texture_Reflection;
-#endif
-
-#ifdef MODE_DEFERREDLIGHTSOURCE
-uniform sampler2D Texture_ScreenDepth;
-uniform sampler2D Texture_ScreenNormalMap;
-#endif
-#ifdef USEDEFERREDLIGHTMAP
-uniform sampler2D Texture_ScreenDiffuse;
-uniform sampler2D Texture_ScreenSpecular;
-#endif
-
-uniform myhalf3 Color_Pants;
-uniform myhalf3 Color_Shirt;
-uniform myhalf3 FogColor;
-
-#ifdef USEFOG
-uniform float FogRangeRecip;
-uniform float FogPlaneViewDist;
-uniform float FogHeightFade;
-vec3 FogVertex(vec3 surfacecolor)
-{
- vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;
- float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;
- float fogfrac;
-#ifdef USEFOGHEIGHTTEXTURE
- vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));
- fogfrac = fogheightpixel.a;
- return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
-#else
-# ifdef USEFOGOUTSIDE
- fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);
-# else
- fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
-# endif
- return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
-#endif
-}
-#endif
-
-#ifdef USEOFFSETMAPPING
-uniform float OffsetMapping_Scale;
-vec2 OffsetMapping(vec2 TexCoord)
-{
-#ifdef USEOFFSETMAPPING_RELIEFMAPPING
- // 14 sample relief mapping: linear search and then binary search
- // this basically steps forward a small amount repeatedly until it finds
- // itself inside solid, then jitters forward and back using decreasing
- // amounts to find the impact
- //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);
- //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);
- vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);
- vec3 RT = vec3(TexCoord, 1);
- OffsetVector *= 0.1;
- RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
- RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
- RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
- RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
- RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
- RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
- RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
- RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
- RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
- RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);
- RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);
- RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);
- RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);
- RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);
- return RT.xy;
-#else
- // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)
- // this basically moves forward the full distance, and then backs up based
- // on height of samples
- //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));
- //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));
- vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));
- TexCoord += OffsetVector;
- OffsetVector *= 0.333;
- TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
- TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
- TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
- return TexCoord;
-#endif
-}
-#endif // USEOFFSETMAPPING
-
-#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)
-uniform sampler2D Texture_Attenuation;
-uniform samplerCube Texture_Cube;
-#endif
-
-#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)
-
-#ifdef USESHADOWMAPRECT
-# ifdef USESHADOWSAMPLER
-uniform sampler2DRectShadow Texture_ShadowMapRect;
-# else
-uniform sampler2DRect Texture_ShadowMapRect;
-# endif
-#endif
-
-#ifdef USESHADOWMAP2D
-# ifdef USESHADOWSAMPLER
-uniform sampler2DShadow Texture_ShadowMap2D;
-# else
-uniform sampler2D Texture_ShadowMap2D;
-# endif
-#endif
-
-#ifdef USESHADOWMAPVSDCT
-uniform samplerCube Texture_CubeProjection;
-#endif
-
-#ifdef USESHADOWMAPCUBE
-# ifdef USESHADOWSAMPLER
-uniform samplerCubeShadow Texture_ShadowMapCube;
-# else
-uniform samplerCube Texture_ShadowMapCube;
-# endif
-#endif
-
-#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)
-uniform vec2 ShadowMap_TextureScale;
-uniform vec4 ShadowMap_Parameters;
-#endif
-
-#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
-# ifdef USESHADOWMAPORTHO
-# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))
-# else
-# ifdef USESHADOWMAPVSDCT
-vec3 GetShadowMapTC2D(vec3 dir)
-{
- vec3 adir = abs(dir);
- vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);
- vec4 proj = textureCube(Texture_CubeProjection, dir);
- return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);
-}
-# else
-vec3 GetShadowMapTC2D(vec3 dir)
-{
- vec3 adir = abs(dir);
- float ma = adir.z;
- vec4 proj = vec4(dir, 2.5);
- if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }
- if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }
- vec2 aparams = ShadowMap_Parameters.xy / ma;
- return vec3(proj.xy * aparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);
-}
-# endif
-# endif
-#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
-
-#ifdef USESHADOWMAPCUBE
-vec4 GetShadowMapTCCube(vec3 dir)
-{
- vec3 adir = abs(dir);
- return vec4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));
-}
-#endif
-
-# ifdef USESHADOWMAPRECT
-float ShadowMapCompare(vec3 dir)
-{
- vec3 shadowmaptc = GetShadowMapTC2D(dir);
- float f;
-# ifdef USESHADOWSAMPLER
-
-# ifdef USESHADOWMAPPCF
-# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r
- f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
-# else
- f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;
-# endif
-
-# else
-
-# ifdef USESHADOWMAPPCF
-# if USESHADOWMAPPCF > 1
-# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r
- vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
- vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
- vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
- vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
- vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
- vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
- f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
-# else
-# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r
- vec2 offset = fract(shadowmaptc.xy);
- vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
- vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
- vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
- vec3 cols = row2 + mix(row1, row3, offset.y);
- f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
-# endif
-# else
- f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);
-# endif
-
-# endif
-# ifdef USESHADOWMAPORTHO
- return mix(ShadowMap_Parameters.w, 1.0, f);
-# else
- return f;
-# endif
-}
-# endif
-
-# ifdef USESHADOWMAP2D
-float ShadowMapCompare(vec3 dir)
-{
- vec3 shadowmaptc = GetShadowMapTC2D(dir);
- float f;
-
-# ifdef USESHADOWSAMPLER
-# ifdef USESHADOWMAPPCF
-# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r
- vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;
- f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
-# else
- f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;
-# endif
-# else
-# ifdef USESHADOWMAPPCF
-# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
-# ifdef GL_ARB_texture_gather
-# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))
-# else
-# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)
-# endif
- vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;
-# if USESHADOWMAPPCF > 1
- vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));
- vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));
- vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));
- vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));
- vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));
- vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));
- vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));
- vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));
- vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));
- vec4 locols = vec4(group1.ab, group3.ab);
- vec4 hicols = vec4(group7.rg, group9.rg);
- locols.yz += group2.ab;
- hicols.yz += group8.rg;
- vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +
- vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +
- mix(locols, hicols, offset.y);
- vec4 cols = group5 + vec4(group2.rg, group8.ab);
- cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);
- f = dot(cols, vec4(1.0/25.0));
-# else
- vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
- vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
- vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));
- vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));
- vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
- mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
- f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
-# endif
-# else
-# ifdef GL_EXT_gpu_shader4
-# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r
-# else
-# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r
-# endif
-# if USESHADOWMAPPCF > 1
- vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
- center *= ShadowMap_TextureScale;
- vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
- vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
- vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
- vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
- vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
- f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
-# else
- vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);
- vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
- vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
- vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
- vec3 cols = row2 + mix(row1, row3, offset.y);
- f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
-# endif
-# endif
-# else
- f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);
-# endif
-# endif
-# ifdef USESHADOWMAPORTHO
- return mix(ShadowMap_Parameters.w, 1.0, f);
-# else
- return f;
-# endif
-}
-# endif
-
-# ifdef USESHADOWMAPCUBE
-float ShadowMapCompare(vec3 dir)
-{
- // apply depth texture cubemap as light filter
- vec4 shadowmaptc = GetShadowMapTCCube(dir);
- float f;
-# ifdef USESHADOWSAMPLER
- f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;
-# else
- f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);
-# endif
- return f;
-}
-# endif
-#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)
-#endif // FRAGMENT_SHADER
-
-
-
-
-#ifdef MODE_DEFERREDGEOMETRY
-#ifdef VERTEX_SHADER
-uniform mat4 TexMatrix;
-#ifdef USEVERTEXTEXTUREBLEND
-uniform mat4 BackgroundTexMatrix;
-#endif
-uniform mat4 ModelViewMatrix;
-void main(void)
-{
- TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);
-#ifdef USEVERTEXTEXTUREBLEND
- gl_FrontColor = gl_Color;
- TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);
-#endif
-
- // transform unnormalized eye direction into tangent space
-#ifdef USEOFFSETMAPPING
- vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;
- EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);
- EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);
- EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);
-#endif
-
- VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;
- VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;
- VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;
- gl_Position = ModelViewProjectionMatrix * gl_Vertex;
-}
-#endif // VERTEX_SHADER
-
-#ifdef FRAGMENT_SHADER
-void main(void)
-{
-#ifdef USEOFFSETMAPPING
- // apply offsetmapping
- vec2 TexCoordOffset = OffsetMapping(TexCoord);
-#define TexCoord TexCoordOffset
-#endif
-
-#ifdef USEALPHAKILL
- if (texture2D(Texture_Color, TexCoord).a < 0.5)
- discard;
-#endif
-
-#ifdef USEVERTEXTEXTUREBLEND
- float alpha = texture2D(Texture_Color, TexCoord).a;
- float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));
- //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));
- //float terrainblend = float(gl_Color.a) * alpha > 0.5;
-#endif
-
-#ifdef USEVERTEXTEXTUREBLEND
- vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);
- float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);
-#else
- vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);
- float a = texture2D(Texture_Gloss, TexCoord).a;
-#endif
-
- gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);
-}
-#endif // FRAGMENT_SHADER
-#else // !MODE_DEFERREDGEOMETRY
-
-
-
-
-#ifdef MODE_DEFERREDLIGHTSOURCE
-#ifdef VERTEX_SHADER
-uniform mat4 ModelViewMatrix;
-void main(void)
-{
- ModelViewPosition = ModelViewMatrix * gl_Vertex;
- gl_Position = ModelViewProjectionMatrix * gl_Vertex;
-}
-#endif // VERTEX_SHADER
-
-#ifdef FRAGMENT_SHADER
-uniform mat4 ViewToLight;
-// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));
-uniform vec2 ScreenToDepth;
-uniform myhalf3 DeferredColor_Ambient;
-uniform myhalf3 DeferredColor_Diffuse;
-#ifdef USESPECULAR
-uniform myhalf3 DeferredColor_Specular;
-uniform myhalf SpecularPower;
-#endif
-uniform myhalf2 PixelToScreenTexCoord;
-void main(void)
-{
- // calculate viewspace pixel position
- vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
- vec3 position;
- position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);
- position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);
- // decode viewspace pixel normal
- myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);
- myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));
- // surfacenormal = pixel normal in viewspace
- // LightVector = pixel to light in viewspace
- // CubeVector = position in lightspace
- // eyevector = pixel to view in viewspace
- vec3 CubeVector = vec3(ViewToLight * vec4(position,1));
- myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
-#ifdef USEDIFFUSE
- // calculate diffuse shading
- myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));
- myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
-#endif
-#ifdef USESPECULAR
- // calculate directional shading
- vec3 eyevector = position * -1.0;
-# ifdef USEEXACTSPECULARMATH
- myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);
-# else
- myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));
- myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);
-# endif
-#endif
-
-#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)
- fade *= ShadowMapCompare(CubeVector);
-#endif
-
-#ifdef USEDIFFUSE
- gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
-#else
- gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);
-#endif
-#ifdef USESPECULAR
- gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);
-#else
- gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);
-#endif
-
-# ifdef USECUBEFILTER
- vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;
- gl_FragData[0].rgb *= cubecolor;
- gl_FragData[1].rgb *= cubecolor;
-# endif
-}
-#endif // FRAGMENT_SHADER
-#else // !MODE_DEFERREDLIGHTSOURCE
-
-
-
-
-#ifdef VERTEX_SHADER
-uniform mat4 TexMatrix;
-#ifdef USEVERTEXTEXTUREBLEND
-uniform mat4 BackgroundTexMatrix;
-#endif
-#ifdef MODE_LIGHTSOURCE
-uniform mat4 ModelToLight;
-#endif
-#ifdef USESHADOWMAPORTHO
-uniform mat4 ShadowMapMatrix;
-#endif
-void main(void)
-{
-#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)
- gl_FrontColor = gl_Color;
-#endif
- // copy the surface texcoord
- TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);
-#ifdef USEVERTEXTEXTUREBLEND
- TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);
-#endif
-#ifdef USELIGHTMAP
- TexCoordLightmap = vec2(gl_MultiTexCoord4);
-#endif
-
-#ifdef MODE_LIGHTSOURCE
- // transform vertex position into light attenuation/cubemap space
- // (-1 to +1 across the light box)
- CubeVector = vec3(ModelToLight * gl_Vertex);
-
-# ifdef USEDIFFUSE
- // transform unnormalized light direction into tangent space
- // (we use unnormalized to ensure that it interpolates correctly and then
- // normalize it per pixel)
- vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;
- LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);
- LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);
- LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);
-# endif
-#endif
-
-#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)
- LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);
- LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);
- LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);
-#endif
-
- // transform unnormalized eye direction into tangent space
-#ifdef USEEYEVECTOR
- vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;
- EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);
- EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);
- EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);
-#endif
-
-#ifdef USEFOG
- EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;
- EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);
-#endif
-
-#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)
- VectorS = gl_MultiTexCoord1.xyz;
- VectorT = gl_MultiTexCoord2.xyz;
- VectorR = gl_MultiTexCoord3.xyz;
-#endif
-
- // transform vertex to camera space, using ftransform to match non-VS rendering
- gl_Position = ModelViewProjectionMatrix * gl_Vertex;
-
-#ifdef USESHADOWMAPORTHO
- ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);
-#endif
-
-#ifdef USEREFLECTION
- ModelViewProjectionPosition = gl_Position;
-#endif
-}
-#endif // VERTEX_SHADER
-
-
-
-
-#ifdef FRAGMENT_SHADER
-#ifdef USEDEFERREDLIGHTMAP
-uniform myhalf2 PixelToScreenTexCoord;
-uniform myhalf3 DeferredMod_Diffuse;
-uniform myhalf3 DeferredMod_Specular;
-#endif
-uniform myhalf3 Color_Ambient;
-uniform myhalf3 Color_Diffuse;
-uniform myhalf3 Color_Specular;
-uniform myhalf SpecularPower;
-#ifdef USEGLOW
-uniform myhalf3 Color_Glow;
-#endif
-uniform myhalf Alpha;
-#ifdef USEREFLECTION
-uniform vec4 DistortScaleRefractReflect;
-uniform vec4 ScreenScaleRefractReflect;
-uniform vec4 ScreenCenterRefractReflect;
-uniform myhalf4 ReflectColor;
-#endif
-#ifdef USEREFLECTCUBE
-uniform mat4 ModelToReflectCube;
-uniform sampler2D Texture_ReflectMask;
-uniform samplerCube Texture_ReflectCube;
-#endif
-#ifdef MODE_LIGHTDIRECTION
-uniform myhalf3 LightColor;
-#endif
-#ifdef MODE_LIGHTSOURCE
-uniform myhalf3 LightColor;
-#endif
-void main(void)
-{
-#ifdef USEOFFSETMAPPING
- // apply offsetmapping
- vec2 TexCoordOffset = OffsetMapping(TexCoord);
-#define TexCoord TexCoordOffset
-#endif
-
- // combine the diffuse textures (base, pants, shirt)
- myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));
-#ifdef USEALPHAKILL
- if (color.a < 0.5)
- discard;
-#endif
- color.a *= Alpha;
-#ifdef USECOLORMAPPING
- color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;
-#endif
-#ifdef USEVERTEXTEXTUREBLEND
- myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));
- //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));
- //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;
- color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
- color.a = 1.0;
- //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);
-#endif
-
- // get the surface normal
-#ifdef USEVERTEXTEXTUREBLEND
- myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));
-#else
- myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));
-#endif
-
- // get the material colors
- myhalf3 diffusetex = color.rgb;
-#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)
-# ifdef USEVERTEXTEXTUREBLEND
- myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);
-# else
- myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));
-# endif
-#endif
-
-#ifdef USEREFLECTCUBE
- vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);
- vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;
- vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));
- diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));
-#endif
-
-
-
-
-#ifdef MODE_LIGHTSOURCE
- // light source
-#ifdef USEDIFFUSE
- myhalf3 lightnormal = myhalf3(normalize(LightVector));
- myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
- color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);
-#ifdef USESPECULAR
-#ifdef USEEXACTSPECULARMATH
- myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);
-#else
- myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));
- myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);
-#endif
- color.rgb += glosstex.rgb * (specular * Color_Specular);
-#endif
-#else
- color.rgb = diffusetex * Color_Ambient;
-#endif
- color.rgb *= LightColor;
- color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
-#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)
- color.rgb *= ShadowMapCompare(CubeVector);
-#endif
-# ifdef USECUBEFILTER
- color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));
-# endif
-#endif // MODE_LIGHTSOURCE
-
-
-
-
-#ifdef MODE_LIGHTDIRECTION
-#define SHADING
-#ifdef USEDIFFUSE
- myhalf3 lightnormal = myhalf3(normalize(LightVector));
-#endif
-#define lightcolor LightColor
-#endif // MODE_LIGHTDIRECTION
-#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
-#define SHADING
- // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)
- myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
- myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
- // convert modelspace light vector to tangentspace
- myhalf3 lightnormal;
- lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));
- lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));
- lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));
- // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
- // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
- // is used (the lightmap and deluxemap coords correspond to virtually random coordinates
- // on that luxel, and NOT to its center, because recursive triangle subdivision is used
- // to map the luxels to coordinates on the draw surfaces), which also causes
- // deluxemaps to be wrong because light contributions from the wrong side of the surface
- // are added up. To prevent divisions by zero or strong exaggerations, a max()
- // nudge is done here at expense of some additional fps. This is ONLY needed for
- // deluxemaps, tangentspace deluxemap avoid this problem by design.
- lightcolor *= 1.0 / max(0.25, lightnormal.z);
-#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
-#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
-#define SHADING
- // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
- myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
- myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
-#endif
-
-
-
-
-#ifdef MODE_LIGHTMAP
- color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);
-#endif // MODE_LIGHTMAP
-#ifdef MODE_VERTEXCOLOR
- color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);
-#endif // MODE_VERTEXCOLOR
-#ifdef MODE_FLATCOLOR
- color.rgb = diffusetex * Color_Ambient;
-#endif // MODE_FLATCOLOR
-
-
-
-
-#ifdef SHADING
-# ifdef USEDIFFUSE
- myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
-# ifdef USESPECULAR
-# ifdef USEEXACTSPECULARMATH
- myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);
-# else
- myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));
- myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);
-# endif
- color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;
-# else
- color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);
-# endif
-# else
- color.rgb = diffusetex * Color_Ambient;
-# endif
-#endif
-
-#ifdef USESHADOWMAPORTHO
- color.rgb *= ShadowMapCompare(ShadowMapTC);
-#endif
-
-#ifdef USEDEFERREDLIGHTMAP
- vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
- color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;
- color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;
-#endif
-
-#ifdef USEGLOW
-#ifdef USEVERTEXTEXTUREBLEND
- color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;
-#else
- color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;
-#endif
-#endif
-
-#ifdef USEFOG
- color.rgb = FogVertex(color.rgb);
-#endif
-
- // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness
-#ifdef USEREFLECTION
- vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
- //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
- vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
- vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
- // FIXME temporary hack to detect the case that the reflection
- // gets blackened at edges due to leaving the area that contains actual
- // content.
- // Remove this 'ack once we have a better way to stop this thing from
- // 'appening.
- float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
- f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
- f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
- f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
- ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
- color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
-#endif
-
- gl_FragColor = vec4(color);
-}
-#endif // FRAGMENT_SHADER
-
-#endif // !MODE_DEFERREDLIGHTSOURCE
-#endif // !MODE_DEFERREDGEOMETRY
-#endif // !MODE_WATER
-#endif // !MODE_REFRACTION
-#endif // !MODE_BLOOMBLUR
-#endif // !MODE_GENERIC
-#endif // !MODE_POSTPROCESS
-#endif // !MODE_SHOWDEPTH
-#endif // !MODE_DEPTH_OR_SHADOW
diff --git a/shaders/xreal-lighting-d-omni.frag b/shaders/xreal-lighting-d-omni.frag
deleted file mode 100644
index e386e5b..0000000
--- a/shaders/xreal-lighting-d-omni.frag
+++ /dev/null
@@ -1,69 +0,0 @@
-// [config]
-// expect_result: pass
-// glsl_version: 1.10
-//
-// # NOTE: Config section was auto-generated from file
-// # NOTE: 'glslparser.tests' at git revision
-// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0
-// [end config]
-
-/*
-===========================================================================
-Copyright (C) 2006 Robert Beckebans <trebor_7@users.sourceforge.net>
-
-This file is part of XreaL source code.
-
-XreaL source code 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 2 of the License,
-or (at your option) any later version.
-
-XreaL source code 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 XreaL source code; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
-===========================================================================
-*/
-
-uniform sampler2D u_DiffuseMap;
-uniform sampler2D u_AttenuationMapXY;
-uniform sampler2D u_AttenuationMapZ;
-uniform vec3 u_LightOrigin;
-uniform vec3 u_LightColor;
-uniform float u_LightScale;
-
-varying vec3 var_Vertex;
-varying vec3 var_Normal;
-varying vec2 var_TexDiffuse;
-varying vec4 var_TexAtten;
-
-void main()
-{
- // compute light direction in tangent space
- vec3 L = normalize(u_LightOrigin - var_Vertex);
-
- // compute normal in tangent space from normalmap
- vec3 N = normalize(var_Normal);
-
- // compute the diffuse term
- vec4 diffuse = texture2D(u_DiffuseMap, var_TexDiffuse);
- diffuse.rgb *= u_LightColor * clamp(dot(N, L), 0.0, 1.0);
-
- // compute attenuation
-// vec3 attenuationXY = texture2D(u_AttenuationMapXY, var_TexAtten.xy).rgb;
- vec3 attenuationXY = texture2DProj(u_AttenuationMapXY, vec3(var_TexAtten.x, var_TexAtten.y, var_TexAtten.w)).rgb;
- vec3 attenuationZ = texture2D(u_AttenuationMapZ, vec2(var_TexAtten.z, 0)).rgb;
-
- // compute final color
- vec4 color = diffuse;
- color.rgb *= attenuationXY;
- color.rgb *= attenuationZ;
- color.rgb *= u_LightScale;
-
- gl_FragColor = color;
-}
-
diff --git a/shaders/xreal-lighting-d-omni.vert b/shaders/xreal-lighting-d-omni.vert
deleted file mode 100644
index 6571aae..0000000
--- a/shaders/xreal-lighting-d-omni.vert
+++ /dev/null
@@ -1,55 +0,0 @@
-// [config]
-// expect_result: pass
-// glsl_version: 1.10
-//
-// # NOTE: Config section was auto-generated from file
-// # NOTE: 'glslparser.tests' at git revision
-// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0
-// [end config]
-
-/*
-===========================================================================
-Copyright (C) 2006 Robert Beckebans <trebor_7@users.sourceforge.net>
-
-This file is part of XreaL source code.
-
-XreaL source code 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 2 of the License,
-or (at your option) any later version.
-
-XreaL source code 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 XreaL source code; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
-===========================================================================
-*/
-
-attribute vec4 attr_TexCoord0;
-
-varying vec3 var_Vertex;
-varying vec3 var_Normal;
-varying vec2 var_TexDiffuse;
-varying vec4 var_TexAtten;
-
-void main()
-{
- // transform vertex position into homogenous clip-space
- gl_Position = ftransform();
-
- // assign position in object space
- var_Vertex = gl_Vertex.xyz;
-
- // assign normal in object space
- var_Normal = gl_Normal.xyz;
-
- // transform diffusemap texcoords
- var_TexDiffuse = (gl_TextureMatrix[0] * attr_TexCoord0).st;
-
- // calc light xy,z attenuation in light space
- var_TexAtten = gl_TextureMatrix[3] * gl_Vertex;
-}
diff --git a/shaders/xreal-lighting-db-omni.frag b/shaders/xreal-lighting-db-omni.frag
deleted file mode 100644
index e6e512f..0000000
--- a/shaders/xreal-lighting-db-omni.frag
+++ /dev/null
@@ -1,72 +0,0 @@
-// [config]
-// expect_result: pass
-// glsl_version: 1.10
-//
-// # NOTE: Config section was auto-generated from file
-// # NOTE: 'glslparser.tests' at git revision
-// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0
-// [end config]
-
-/*
-===========================================================================
-Copyright (C) 2006 Robert Beckebans <trebor_7@users.sourceforge.net>
-
-This file is part of XreaL source code.
-
-XreaL source code 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 2 of the License,
-or (at your option) any later version.
-
-XreaL source code 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 XreaL source code; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
-===========================================================================
-*/
-
-uniform sampler2D u_DiffuseMap;
-uniform sampler2D u_BumpMap;
-uniform sampler2D u_AttenuationMapXY;
-uniform sampler2D u_AttenuationMapZ;
-uniform vec3 u_LightOrigin;
-uniform vec3 u_LightColor;
-uniform float u_LightScale;
-
-varying vec3 var_Vertex;
-varying vec2 var_TexDiffuse;
-varying vec2 var_TexBump;
-varying vec4 var_TexAtten;
-varying mat3 var_OS2TSMatrix;
-
-void main()
-{
- // compute light direction in tangent space
- vec3 L = normalize(var_OS2TSMatrix * (u_LightOrigin - var_Vertex));
-
- // compute normal in tangent space from bumpmap
- vec3 N = 2.0 * (texture2D(u_BumpMap, var_TexBump).xyz - 0.5);
- N = normalize(N);
-
- // compute the diffuse term
- vec4 diffuse = texture2D(u_DiffuseMap, var_TexDiffuse);
- diffuse.rgb *= u_LightColor * clamp(dot(N, L), 0.0, 1.0);
-
- // compute attenuation
-// vec3 attenuationXY = texture2D(u_AttenuationMapXY, var_TexAtten.xy).rgb;
- vec3 attenuationXY = texture2DProj(u_AttenuationMapXY, vec3(var_TexAtten.x, var_TexAtten.y, var_TexAtten.w)).rgb;
- vec3 attenuationZ = texture2D(u_AttenuationMapZ, vec2(var_TexAtten.z, 0)).rgb;
-
- // compute final color
- vec4 color = diffuse;
- color.rgb *= attenuationXY;
- color.rgb *= attenuationZ;
- color.rgb *= u_LightScale;
-
- gl_FragColor = color;
-}
-
diff --git a/shaders/xreal-lighting-db-omni.vert b/shaders/xreal-lighting-db-omni.vert
deleted file mode 100644
index d6c78da..0000000
--- a/shaders/xreal-lighting-db-omni.vert
+++ /dev/null
@@ -1,63 +0,0 @@
-// [config]
-// expect_result: pass
-// glsl_version: 1.10
-//
-// # NOTE: Config section was auto-generated from file
-// # NOTE: 'glslparser.tests' at git revision
-// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0
-// [end config]
-
-/*
-===========================================================================
-Copyright (C) 2006 Robert Beckebans <trebor_7@users.sourceforge.net>
-
-This file is part of XreaL source code.
-
-XreaL source code 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 2 of the License,
-or (at your option) any later version.
-
-XreaL source code 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 XreaL source code; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
-===========================================================================
-*/
-
-attribute vec4 attr_TexCoord0;
-attribute vec3 attr_Tangent;
-attribute vec3 attr_Binormal;
-
-varying vec3 var_Vertex;
-varying vec2 var_TexDiffuse;
-varying vec2 var_TexBump;
-varying vec4 var_TexAtten;
-varying mat3 var_OS2TSMatrix;
-
-void main()
-{
- // transform vertex position into homogenous clip-space
- gl_Position = ftransform();
-
- // assign position in object space
- var_Vertex = gl_Vertex.xyz;
-
- // transform diffusemap texcoords
- var_TexDiffuse = (gl_TextureMatrix[0] * attr_TexCoord0).st;
-
- // transform bumpmap texcoords
- var_TexBump = (gl_TextureMatrix[1] * attr_TexCoord0).st;
-
- // calc light xy,z attenuation in light space
- var_TexAtten = gl_TextureMatrix[3] * gl_Vertex;
-
- // construct object-space-to-tangent-space 3x3 matrix
- var_OS2TSMatrix = mat3( attr_Tangent.x, attr_Binormal.x, gl_Normal.x,
- attr_Tangent.y, attr_Binormal.y, gl_Normal.y,
- attr_Tangent.z, attr_Binormal.z, gl_Normal.z );
-}
diff --git a/shaders/xreal-lighting-dbs-omni.frag b/shaders/xreal-lighting-dbs-omni.frag
deleted file mode 100644
index 5e08797..0000000
--- a/shaders/xreal-lighting-dbs-omni.frag
+++ /dev/null
@@ -1,86 +0,0 @@
-// [config]
-// expect_result: pass
-// glsl_version: 1.10
-//
-// # NOTE: Config section was auto-generated from file
-// # NOTE: 'glslparser.tests' at git revision
-// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0
-// [end config]
-
-/*
-===========================================================================
-Copyright (C) 2006 Robert Beckebans <trebor_7@users.sourceforge.net>
-
-This file is part of XreaL source code.
-
-XreaL source code 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 2 of the License,
-or (at your option) any later version.
-
-XreaL source code 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 XreaL source code; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
-===========================================================================
-*/
-
-uniform sampler2D u_DiffuseMap;
-uniform sampler2D u_BumpMap;
-uniform sampler2D u_SpecularMap;
-uniform sampler2D u_AttenuationMapXY;
-uniform sampler2D u_AttenuationMapZ;
-uniform vec3 u_ViewOrigin;
-uniform vec3 u_LightOrigin;
-uniform vec3 u_LightColor;
-uniform float u_LightScale;
-uniform float u_SpecularExponent;
-
-varying vec3 var_Vertex;
-varying vec2 var_TexDiffuse;
-varying vec2 var_TexBump;
-varying vec2 var_TexSpecular;
-varying vec4 var_TexAtten;
-varying mat3 var_OS2TSMatrix;
-
-void main()
-{
- // compute view direction in tangent space
- vec3 V = normalize(var_OS2TSMatrix * (u_ViewOrigin - var_Vertex));
-
- // compute light direction in tangent space
- vec3 L = normalize(var_OS2TSMatrix * (u_LightOrigin - var_Vertex));
-
- // compute half angle in tangent space
- vec3 H = normalize(L + V);
-
- // compute normal in tangent space from bumpmap
- vec3 N = 2.0 * (texture2D(u_BumpMap, var_TexBump).xyz - 0.5);
- N = normalize(N);
-
- // compute the diffuse term
- vec4 diffuse = texture2D(u_DiffuseMap, var_TexDiffuse);
- diffuse.rgb *= u_LightColor * clamp(dot(N, L), 0.0, 1.0);
-
- // compute the specular term
- vec3 specular = texture2D(u_SpecularMap, var_TexSpecular).rgb * u_LightColor * pow(clamp(dot(N, H), 0.0, 1.0), u_SpecularExponent);
-
- // compute attenuation
-// vec3 attenuationXY = texture2D(u_AttenuationMapXY, var_TexAtten.xy).rgb;
- vec3 attenuationXY = texture2DProj(u_AttenuationMapXY, vec3(var_TexAtten.x, var_TexAtten.y, var_TexAtten.w)).rgb;
- vec3 attenuationZ = texture2D(u_AttenuationMapZ, vec2(var_TexAtten.z, 0)).rgb;
-
- // compute final color
- vec4 color = diffuse;
- color.rgb += specular;
- color.rgb *= attenuationXY;
- color.rgb *= attenuationZ;
- color.rgb *= u_LightScale;
-
- gl_FragColor = color;
-}
-
diff --git a/shaders/xreal-lighting-dbs-omni.vert b/shaders/xreal-lighting-dbs-omni.vert
deleted file mode 100644
index c1a0284..0000000
--- a/shaders/xreal-lighting-dbs-omni.vert
+++ /dev/null
@@ -1,67 +0,0 @@
-// [config]
-// expect_result: pass
-// glsl_version: 1.10
-//
-// # NOTE: Config section was auto-generated from file
-// # NOTE: 'glslparser.tests' at git revision
-// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0
-// [end config]
-
-/*
-===========================================================================
-Copyright (C) 2006 Robert Beckebans <trebor_7@users.sourceforge.net>
-
-This file is part of XreaL source code.
-
-XreaL source code 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 2 of the License,
-or (at your option) any later version.
-
-XreaL source code 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 XreaL source code; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
-===========================================================================
-*/
-
-attribute vec4 attr_TexCoord0;
-attribute vec3 attr_Tangent;
-attribute vec3 attr_Binormal;
-
-varying vec3 var_Vertex;
-varying vec2 var_TexDiffuse;
-varying vec2 var_TexBump;
-varying vec2 var_TexSpecular;
-varying vec4 var_TexAtten;
-varying mat3 var_OS2TSMatrix;
-
-void main()
-{
- // transform vertex position into homogenous clip-space
- gl_Position = ftransform();
-
- // assign position in object space
- var_Vertex = gl_Vertex.xyz;
-
- // transform diffusemap texcoords
- var_TexDiffuse = (gl_TextureMatrix[0] * attr_TexCoord0).st;
-
- // transform bumpmap texcoords
- var_TexBump = (gl_TextureMatrix[1] * attr_TexCoord0).st;
-
- // transform specularmap texture coords
- var_TexSpecular = (gl_TextureMatrix[2] * attr_TexCoord0).st;
-
- // calc light xy,z attenuation in light space
- var_TexAtten = gl_TextureMatrix[3] * gl_Vertex;
-
- // construct object-space-to-tangent-space 3x3 matrix
- var_OS2TSMatrix = mat3( attr_Tangent.x, attr_Binormal.x, gl_Normal.x,
- attr_Tangent.y, attr_Binormal.y, gl_Normal.y,
- attr_Tangent.z, attr_Binormal.z, gl_Normal.z );
-}