diff options
Diffstat (limited to 'client/shaders/object_shader')
-rw-r--r-- | client/shaders/object_shader/opengl_fragment.glsl | 54 | ||||
-rw-r--r-- | client/shaders/object_shader/opengl_vertex.glsl | 5 |
2 files changed, 0 insertions, 59 deletions
diff --git a/client/shaders/object_shader/opengl_fragment.glsl b/client/shaders/object_shader/opengl_fragment.glsl index a8a43e1e2..86d5c1c92 100644 --- a/client/shaders/object_shader/opengl_fragment.glsl +++ b/client/shaders/object_shader/opengl_fragment.glsl @@ -1,6 +1,4 @@ uniform sampler2D baseTexture; -uniform sampler2D normalTexture; -uniform sampler2D textureFlags; uniform vec4 emissiveColor; uniform vec4 skyBgColor; @@ -12,14 +10,8 @@ varying vec3 vPosition; varying vec3 worldPosition; varying vec3 eyeVec; -varying vec3 lightVec; varying float vIDiff; -bool normalTexturePresent = false; -bool texTileableHorizontal = false; -bool texTileableVertical = false; -bool texSeamless = false; - const float e = 2.718281828459; const float BS = 10.0; const float fogStart = FOG_START; @@ -57,44 +49,10 @@ vec4 applyToneMapping(vec4 color) } #endif -void get_texture_flags() -{ - vec4 flags = texture2D(textureFlags, vec2(0.0, 0.0)); - if (flags.r > 0.5) { - normalTexturePresent = true; - } - if (flags.g > 0.5) { - texTileableHorizontal = true; - } - if (flags.b > 0.5) { - texTileableVertical = true; - } - if (texTileableHorizontal && texTileableVertical) { - texSeamless = true; - } -} - -vec4 get_normal_map(vec2 uv) -{ - vec4 bump = texture2D(normalTexture, uv).rgba; - bump.xyz = normalize(bump.xyz * 2.0 - 1.0); - return bump; -} - void main(void) { vec3 color; - vec4 bump; vec2 uv = gl_TexCoord[0].st; - bool use_normalmap = false; - get_texture_flags(); - -#if USE_NORMALMAPS == 1 - if (normalTexturePresent) { - bump = get_normal_map(uv); - use_normalmap = true; - } -#endif vec4 base = texture2D(baseTexture, uv).rgba; @@ -106,19 +64,7 @@ void main(void) } #endif -#ifdef ENABLE_BUMPMAPPING - if (use_normalmap) { - vec3 L = normalize(lightVec); - vec3 E = normalize(eyeVec); - float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0), 1.0); - float diffuse = dot(-E,bump.xyz); - color = (diffuse + 0.1 * specular) * base.rgb; - } else { - color = base.rgb; - } -#else color = base.rgb; -#endif vec4 col = vec4(color.rgb, base.a); diff --git a/client/shaders/object_shader/opengl_vertex.glsl b/client/shaders/object_shader/opengl_vertex.glsl index 968a07e22..f8c1cd932 100644 --- a/client/shaders/object_shader/opengl_vertex.glsl +++ b/client/shaders/object_shader/opengl_vertex.glsl @@ -9,7 +9,6 @@ varying vec3 vPosition; varying vec3 worldPosition; varying vec3 eyeVec; -varying vec3 lightVec; varying float vIDiff; const float e = 2.718281828459; @@ -33,10 +32,6 @@ void main(void) vPosition = gl_Position.xyz; vNormal = gl_Normal; worldPosition = (mWorld * gl_Vertex).xyz; - - vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0); - - lightVec = sunPosition - worldPosition; eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz; #if (MATERIAL_TYPE == TILE_MATERIAL_PLAIN) || (MATERIAL_TYPE == TILE_MATERIAL_PLAIN_ALPHA) |