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-rw-r--r--shaders/warsow/16.vert110
1 files changed, 0 insertions, 110 deletions
diff --git a/shaders/warsow/16.vert b/shaders/warsow/16.vert
deleted file mode 100644
index f5a1571..0000000
--- a/shaders/warsow/16.vert
+++ /dev/null
@@ -1,110 +0,0 @@
-#define VERTEX_SHADER
-// Warsow GLSL shader
-
-#if !defined(__GLSL_CG_DATA_TYPES)
-#define myhalf float
-#define myhalf2 vec2
-#define myhalf3 vec3
-#define myhalf4 vec4
-#else
-#define myhalf half
-#define myhalf2 half2
-#define myhalf3 half3
-#define myhalf4 half4
-#endif
-
-varying vec4 ProjVector;
-
-#ifdef VERTEX_SHADER
-// Vertex shader
-
-void main(void)
-{
-gl_FrontColor = gl_Color;
-
-
-mat4 textureMatrix;
-
-textureMatrix = gl_TextureMatrix[0];
-
-gl_Position = ftransform();
-ProjVector = textureMatrix * gl_Vertex;
-}
-
-#endif // VERTEX_SHADER
-
-
-#ifdef FRAGMENT_SHADER
-// Fragment shader
-
-uniform myhalf3 LightAmbient;
-
-uniform float TextureWidth, TextureHeight;
-uniform float ProjDistance;
-uniform sampler2DShadow ShadowmapTexture;
-
-void main(void)
-{
-myhalf color = myhalf(1.0);
-
-if (ProjVector.w <= 0.0 || ProjVector.w >= ProjDistance)
-discard;
-
-float dtW = 1.0 / TextureWidth;
-float dtH = 1.0 / TextureHeight;
-
-vec3 coord = vec3 (ProjVector.xyz / ProjVector.w);
-coord = (coord + vec3 (1.0)) * vec3 (0.5);
-coord.s = float (clamp (float(coord.s), dtW, 1.0 - dtW));
-coord.t = float (clamp (float(coord.t), dtH, 1.0 - dtH));
-coord.r = float (clamp (float(coord.r), 0.0, 1.0));
-
-myhalf shadow0 = myhalf(shadow2D(ShadowmapTexture, coord).r);
-myhalf shadow = shadow0;
-
-#if defined(APPLY_PCF2x2) || defined(APPLY_PCF3x3)
-
-vec3 coord2 = coord + vec3(0.0, dtH, 0.0);
-myhalf shadow1 = myhalf (shadow2D (ShadowmapTexture, coord2).r);
-
-coord2 = coord + vec3(dtW, dtH, 0.0);
-myhalf shadow2 = myhalf (shadow2D (ShadowmapTexture, coord2).r);
-
-coord2 = coord + vec3(dtW, 0.0, 0.0);
-myhalf shadow3 = myhalf (shadow2D (ShadowmapTexture, coord2).r);
-
-#if defined(APPLY_PCF3x3)
-coord2 = coord + vec3(-dtW, 0.0, 0.0);
-myhalf shadow4 = myhalf (shadow2D (ShadowmapTexture, coord2).r);
-
-coord2 = coord + vec3(-dtW, -dtH, 0.0);
-myhalf shadow5 = myhalf (shadow2D (ShadowmapTexture, coord2).r);
-
-coord2 = coord + vec3(0.0, -dtH, 0.0);
-myhalf shadow6 = myhalf (shadow2D (ShadowmapTexture, coord2).r);
-
-coord2 = coord + vec3(dtW, -dtH, 0.0);
-myhalf shadow7 = myhalf (shadow2D (ShadowmapTexture, coord2).r);
-
-coord2 = coord + vec3(-dtW, dtH, 0.0);
-myhalf shadow8 = myhalf (shadow2D (ShadowmapTexture, coord2).r);
-
-shadow = (shadow0 + shadow1 + shadow2 + shadow3 + shadow4 + shadow5 + shadow6 + shadow7 + shadow8) * myhalf(0.11);
-#else
-shadow = (shadow0 + shadow1 + shadow2 + shadow3) * myhalf(0.25);
-#endif
-#else
-shadow = shadow0;
-#endif
-
-float attenuation = float (ProjVector.w) / ProjDistance;
-myhalf compensation = myhalf(0.25) - max(LightAmbient.x, max(LightAmbient.y, LightAmbient.z))
-;compensation = max (compensation, 0.0);
-color = shadow + attenuation + compensation;
-
-gl_FragColor = vec4(vec3(color),1.0);
-}
-
-#endif // FRAGMENT_SHADER
-
-