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-rw-r--r--progs/glsl/CH11-bumpmap.frag41
1 files changed, 0 insertions, 41 deletions
diff --git a/progs/glsl/CH11-bumpmap.frag b/progs/glsl/CH11-bumpmap.frag
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--- a/progs/glsl/CH11-bumpmap.frag
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@@ -1,41 +0,0 @@
-//
-// Fragment shader for procedural bumps
-//
-// Authors: John Kessenich, Randi Rost
-//
-// Copyright (c) 2002-2006 3Dlabs Inc. Ltd.
-//
-// See 3Dlabs-License.txt for license information
-//
-
-varying vec3 LightDir;
-varying vec3 EyeDir;
-
-uniform vec3 SurfaceColor; // = (0.7, 0.6, 0.18)
-uniform float BumpDensity; // = 16.0
-uniform float BumpSize; // = 0.15
-uniform float SpecularFactor; // = 0.5
-
-void main()
-{
- vec3 litColor;
- vec2 c = BumpDensity * gl_TexCoord[0].st;
- vec2 p = fract(c) - vec2(0.5);
-
- float d, f;
- d = p.x * p.x + p.y * p.y;
- f = inversesqrt(d + 1.0);
-
- if (d >= BumpSize)
- { p = vec2(0.0); f = 1.0; }
-
- vec3 normDelta = vec3(p.x, p.y, 1.0) * f;
- litColor = SurfaceColor * max(dot(normDelta, LightDir), 0.0);
- vec3 reflectDir = reflect(LightDir, normDelta);
-
- float spec = max(dot(EyeDir, reflectDir), 0.0);
- spec *= SpecularFactor;
- litColor = min(litColor + spec, vec3(1.0));
-
- gl_FragColor = vec4(litColor, 1.0);
-}