diff --git a/Shaders/Ward/Fragment.glsl b/Shaders/Ward/Fragment.glsl deleted file mode 100644 index 2b0056788fb6a90b798f2ca9f6793504fc83c12d..0000000000000000000000000000000000000000 --- a/Shaders/Ward/Fragment.glsl +++ /dev/null @@ -1,51 +0,0 @@ -varying vec4 diffuse_color; -varying vec3 normal; -varying vec4 vertexPosition; -uniform float ward_specular; -uniform float ward_diffuse; -uniform float ward_alpha; - -const float pi = 3.141592653589793238; -const float pi_rec = 0.3183098861837906715; - -/** \brief Isotropic Ward BRDF. - */ -vec4 ward_direct(int lightSource) -{ - vec3 light_pos = vec3(gl_LightSource[lightSource].position); - vec3 vtx_pos = vec3(vertexPosition / vertexPosition.w); - vec3 i = vec3(light_pos - vtx_pos); - float lightDistance = length(i); - i /= lightDistance; - - vec4 color = vec4(0.0); - vec3 n; - - n = normalize(normal); - - float NdotI = dot(n, i); - float IdotD = dot(-i, gl_LightSource[lightSource].spotDirection); - - if (NdotI > 0.0 && IdotD > 0.0) - { - vec3 o = normalize(-vtx_pos); - vec3 h = normalize(i + o); - float NdotO = dot(n, o); - float G = (IdotD * NdotI); - float HdotN = dot(h, n); - - vec4 f_R = vec4( ward_diffuse * pi_rec + (ward_specular * exp((HdotN * HdotN - 1.0) / (HdotN * HdotN * ward_alpha * ward_alpha))) - / (4.0 * pi * ward_alpha * ward_alpha * sqrt(NdotI * NdotO)) ); - - color = gl_LightSource[lightSource].diffuse * f_R * G; - } - - //use Alpha value from original object color - color[3] = diffuse_color[3]; - - return color; -} - -void main() { - gl_FragColor = ward_direct(0); -} diff --git a/Shaders/Ward/Vertex.glsl b/Shaders/Ward/Vertex.glsl deleted file mode 100644 index 4812fc96525e1086d166ff64e0185ca430ae9667..0000000000000000000000000000000000000000 --- a/Shaders/Ward/Vertex.glsl +++ /dev/null @@ -1,14 +0,0 @@ -varying vec4 diffuse_color; -varying vec3 normal; -varying vec4 vertexPosition; -uniform float ward_specular; -uniform float ward_diffuse; -uniform float ward_alpha; - -void main() -{ - normal = normalize(gl_NormalMatrix * gl_Normal); - vertexPosition = gl_ModelViewMatrix * gl_Vertex; - gl_Position = gl_ProjectionMatrix * vertexPosition; - diffuse_color = gl_FrontMaterial.diffuse; -} diff --git a/Shaders/Ward/shader.ini b/Shaders/Ward/shader.ini deleted file mode 100644 index 0da9079bf464af22744e636773f18af6bd1246a6..0000000000000000000000000000000000000000 --- a/Shaders/Ward/shader.ini +++ /dev/null @@ -1,18 +0,0 @@ -[FragmentShader] -file=Fragment.glsl - - -[Info] -name=Ward Shader -uniformTypes=float;float;float -uniforms=ward_specular;ward_diffuse;ward_alpha -uniformsDefault=0.5;3.0;0.2 -uniformsMax=1.0;4.0;1.0 -uniformsMin=0.0;0.0;0.0 -version=1.0 - - -[VertexShader] -file=Vertex.glsl - -