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-rw-r--r--shaders/gst-gl-bumper.frag61
1 files changed, 0 insertions, 61 deletions
diff --git a/shaders/gst-gl-bumper.frag b/shaders/gst-gl-bumper.frag
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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);
-}