diff --git a/CMakeLists.txt b/CMakeLists.txt index 65d7c947c374135e597d6bd30bcd2585a4cec85c..a530de7465f2646d91e1473df5e04bfc3bce2569 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 3d09276db9c2d68233613ff2521e3fc47bd7c4d5..0000000000000000000000000000000000000000 --- 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); -} -