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-rw-r--r--client/shaders/the_darkness_of_light/opengl_fragment.asm17
-rw-r--r--client/shaders/the_darkness_of_light/opengl_fragment.glsl9
-rw-r--r--client/shaders/the_darkness_of_light/opengl_vertex.asm38
-rw-r--r--client/shaders/the_darkness_of_light/opengl_vertex.glsl16
4 files changed, 0 insertions, 80 deletions
diff --git a/client/shaders/the_darkness_of_light/opengl_fragment.asm b/client/shaders/the_darkness_of_light/opengl_fragment.asm
deleted file mode 100644
index 8297f8ec7..000000000
--- a/client/shaders/the_darkness_of_light/opengl_fragment.asm
+++ /dev/null
@@ -1,17 +0,0 @@
-!!ARBfp1.0
-
-#Input
-ATTRIB inTexCoord = fragment.texcoord; # texture coordinates
-ATTRIB inColor = fragment.color.primary; # interpolated diffuse color
-
-#Output
-OUTPUT outColor = result.color;
-
-TEMP texelColor;
-TXP texelColor, inTexCoord, texture, 2D;
-MUL texelColor, texelColor, inColor; # multiply with color
-SUB outColor, {1.0,1.0,1.0,1.0}, texelColor;
-MOV outColor.w, 1.0;
-
-END
-
diff --git a/client/shaders/the_darkness_of_light/opengl_fragment.glsl b/client/shaders/the_darkness_of_light/opengl_fragment.glsl
deleted file mode 100644
index e447918ee..000000000
--- a/client/shaders/the_darkness_of_light/opengl_fragment.glsl
+++ /dev/null
@@ -1,9 +0,0 @@
-
-uniform sampler2D myTexture;
-
-void main (void)
-{
- vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
- col *= gl_Color;
- gl_FragColor = vec4(1.0-col.r, 1.0-col.g, 1.0-col.b, 1.0);
-}
diff --git a/client/shaders/the_darkness_of_light/opengl_vertex.asm b/client/shaders/the_darkness_of_light/opengl_vertex.asm
deleted file mode 100644
index adfee130e..000000000
--- a/client/shaders/the_darkness_of_light/opengl_vertex.asm
+++ /dev/null
@@ -1,38 +0,0 @@
-!!ARBvp1.0
-
-#input
-ATTRIB InPos = vertex.position;
-ATTRIB InColor = vertex.color;
-ATTRIB InNormal = vertex.normal;
-ATTRIB InTexCoord = vertex.texcoord;
-
-#output
-OUTPUT OutPos = result.position;
-OUTPUT OutColor = result.color;
-OUTPUT OutTexCoord = result.texcoord;
-
-PARAM MVP[4] = { state.matrix.mvp }; # modelViewProjection matrix.
-TEMP Temp;
-TEMP TempColor;
-TEMP TempCompare;
-
-#transform position to clip space
-DP4 Temp.x, MVP[0], InPos;
-DP4 Temp.y, MVP[1], InPos;
-DP4 Temp.z, MVP[2], InPos;
-DP4 Temp.w, MVP[3], InPos;
-
-# check if normal.y > 0.5
-SLT TempCompare, InNormal, {0.5,0.5,0.5,0.5};
-MUL TempCompare.z, TempCompare.y, 0.5;
-SUB TempCompare.x, 1.0, TempCompare.z;
-MOV TempCompare.y, TempCompare.x;
-MOV TempCompare.z, TempCompare.x;
-
-# calculate light color
-MUL OutColor, InColor, TempCompare;
-MOV OutColor.w, 1.0; # we want alpha to be always 1
-MOV OutTexCoord, InTexCoord; # store texture coordinate
-MOV OutPos, Temp;
-
-END
diff --git a/client/shaders/the_darkness_of_light/opengl_vertex.glsl b/client/shaders/the_darkness_of_light/opengl_vertex.glsl
deleted file mode 100644
index 0182c859d..000000000
--- a/client/shaders/the_darkness_of_light/opengl_vertex.glsl
+++ /dev/null
@@ -1,16 +0,0 @@
-
-uniform mat4 mWorldViewProj;
-uniform mat4 mInvWorld;
-uniform mat4 mTransWorld;
-
-void main(void)
-{
- gl_Position = mWorldViewProj * gl_Vertex;
-
- if(gl_Normal.y > 0.5)
- gl_FrontColor = gl_BackColor = gl_Color;
- else
- gl_FrontColor = gl_BackColor = gl_Color * 0.5;
-
- gl_TexCoord[0] = gl_MultiTexCoord0;
-}