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-rw-r--r--shaders/norsetto-bumptbn_sh_fp.frag68
1 files changed, 0 insertions, 68 deletions
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 );
-}