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diff --git a/shaders/xreal-lighting-dbs-omni.frag b/shaders/xreal-lighting-dbs-omni.frag
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-// [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;
-}
-