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Diffstat (limited to 'shaders/gst-gl-bumper.frag')
-rw-r--r-- | shaders/gst-gl-bumper.frag | 61 |
1 files changed, 0 insertions, 61 deletions
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); -} |