diff options
Diffstat (limited to 'client/shaders/bumpmaps_solids/opengl_fragment.glsl')
-rw-r--r-- | client/shaders/bumpmaps_solids/opengl_fragment.glsl | 45 |
1 files changed, 0 insertions, 45 deletions
diff --git a/client/shaders/bumpmaps_solids/opengl_fragment.glsl b/client/shaders/bumpmaps_solids/opengl_fragment.glsl deleted file mode 100644 index c72e8cbce..000000000 --- a/client/shaders/bumpmaps_solids/opengl_fragment.glsl +++ /dev/null @@ -1,45 +0,0 @@ -
-uniform sampler2D myTexture;
-uniform sampler2D normalTexture;
-
-uniform vec4 skyBgColor;
-uniform float fogDistance;
-
-varying vec3 vPosition;
-
-varying vec3 viewVec;
-
-void main (void)
-{
- vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
- float alpha = col.a;
- vec2 uv = gl_TexCoord[0].st;
- vec4 base = texture2D(myTexture, uv);
- vec4 final_color = vec4(0.2, 0.2, 0.2, 1.0) * base;
- vec3 vVec = normalize(viewVec);
- vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
- vec3 R = reflect(-vVec, bump);
- vec3 lVec = normalize(vec3(0.0, -0.4, 0.5));
- float diffuse = max(dot(lVec, bump), 0.0);
-
- vec3 color = diffuse * texture2D(myTexture, gl_TexCoord[0].st).rgb;
-
-
- float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
- color += vec3(0.2*specular*diffuse);
-
-
- col = vec4(color.r, color.g, color.b, alpha);
- col *= gl_Color;
- col = col * col; // SRGB -> Linear
- col *= 1.8;
- col.r = 1.0 - exp(1.0 - col.r) / exp(1.0);
- col.g = 1.0 - exp(1.0 - col.g) / exp(1.0);
- col.b = 1.0 - exp(1.0 - col.b) / exp(1.0);
- col = sqrt(col); // Linear -> SRGB
- if(fogDistance != 0.0){
- float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
- col = mix(col, skyBgColor, d);
- }
- gl_FragColor = vec4(col.r, col.g, col.b, alpha);
-}
|