From 505874efd71d0f19b9d1bb5613fdfc2e8342b4dd Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Jan=20M=C3=B6bius?= Date: Wed, 9 Jan 2013 17:30:45 +0000 Subject: [PATCH] Removed unused shaders git-svn-id: http://www.openflipper.org/svnrepo/OpenFlipper/branches/Free@16078 383ad7c9-94d9-4d36-a494-682f7c89f535 --- CMakeLists.txt | 2 +- Shaders/ShaderGen/SG_LIGHTING.GLSL | 104 ----------------------------- 2 files changed, 1 insertion(+), 105 deletions(-) delete mode 100644 Shaders/ShaderGen/SG_LIGHTING.GLSL diff --git a/CMakeLists.txt b/CMakeLists.txt index bfe21ca..87eeb1e 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -1,2 +1,2 @@ include (plugin) -openflipper_plugin ( INSTALLDATA Shaders ) +openflipper_plugin ( ) diff --git a/Shaders/ShaderGen/SG_LIGHTING.GLSL b/Shaders/ShaderGen/SG_LIGHTING.GLSL deleted file mode 100644 index 3d09276..0000000 --- a/Shaders/ShaderGen/SG_LIGHTING.GLSL +++ /dev/null @@ -1,104 +0,0 @@ - -#define SHININESS g_vMaterial.x -#define TRANSPARENCY g_vMaterial.y -#define ALPHA g_vMaterial.y - -vec3 LitPointLight(vec3 vPosition, - vec3 vNormal, - vec3 vLightPos, - vec3 cLightAmbient, - vec3 cLightDiffuse, - vec3 cLightSpecular, - vec3 vLightAtten) -{ - vec3 vLightVS = vPosition - vLightPos; - float fLen2 = dot(vLightVS, vLightVS); - float fLen = sqrt(fLen2); - - vec3 vLightDir = vLightVS / fLen; - - // ambient - vec3 cLight = cLightAmbient * g_cAmbient; - - // diffuse - float ldotn = clamp(dot(vLightDir, vNormal), 0.0, 1.0); - cLight += ldotn * cLightDiffuse * g_cDiffuse; - - // specular - vec3 h = normalize(vLightDir - normalize(vPosition)); // half vector between light and view direction - float hdotn = max(dot(h, vNormal), 0.0); - cLight += (pow(hdotn, SHININESS) * cLightSpecular) * g_cSpecular; - - - // attenuate - float fAtten = vLightAtten.x + vLightAtten.y * fLen + vLightAtten.z * fLen2; - - return cLight / fAtten; -} - - -vec3 LitDirLight(vec3 vPosition, - vec3 vNormal, - vec3 vLightDir, - vec3 cLightAmbient, - vec3 cLightDiffuse, - vec3 cLightSpecular) -{ - // ambient - vec3 cLight = cLightAmbient * g_cAmbient; - - // diffuse - float ldotn = clamp(dot(vLightDir, vNormal), 0.0, 1.0); - cLight += ldotn * cLightDiffuse * g_cDiffuse; - - // specular - vec3 h = normalize(vLightDir - normalize(vPosition)); // half vector between light and view direction - float hdotn = max(dot(h, vNormal), 0.0); - cLight += (pow(hdotn, SHININESS) * cLightSpecular) * g_cSpecular; - - return cLight; -} - - - -vec3 LitSpotLight(vec3 vPosition, - vec3 vNormal, - vec3 vLightPos, - vec3 vSpotLightDir, - vec3 cLightAmbient, - vec3 cLightDiffuse, - vec3 cLightSpecular, - vec3 vLightAtten, - vec2 vLightSpotAngleExp) -{ - vec3 vLightVS = vPosition - vLightPos; - float fLen2 = dot(vLightVS, vLightVS); - float fLen = sqrt(fLen2); - - vec3 vLightDir = vLightVS / fLen; - - // ambient - vec3 cLight = cLightAmbient * g_cAmbient; - - // diffuse - float ldotn = clamp(dot(vLightDir, vNormal), 0.0, 1.0); - cLight += ldotn * cLightDiffuse * g_cDiffuse; - - // specular - vec3 h = normalize(vLightDir - normalize(vPosition)); // half vector between light and view direction - float hdotn = max(dot(h, vNormal), 0.0); - cLight += (pow(hdotn, SHININESS) * cLightSpecular) * g_cSpecular; - - - - // attenuate - float fAtten = vLightAtten.x + vLightAtten.y * fLen + vLightAtten.z * fLen2; - - // spot angle falloff - float fSpot = -dot(vLightDir, vSpotLightDir); - fSpot *= step(vLightSpotAngleExp.x, fSpot); - fSpot *= pow(fSpot, vLightSpotAngleExp.y); - - return cLight * (fSpot / fAtten); -} - -- GitLab