commit 0da6643d37c8a60b4a8f31d43c3be5b04ed786a8
parent 34d306176a155d0046d2aebc3298bbcd8a47c846
Author: William Casarin <jb55@jb55.com>
Date: Fri, 26 Oct 2018 23:54:01 -0700
delete old thing
Diffstat:
1 file changed, 0 insertions(+), 63 deletions(-)
diff --git a/etc/shaders/test-smooth.f.glsl b/etc/shaders/test-smooth.f.glsl
@@ -1,63 +0,0 @@
-#version 300 es
-
-precision mediump float;
-
-in float v_light;
-in vec3 v_color;
-in vec3 v_normal;
-in vec3 v_ray;
-out vec4 fragmentColor;
-
-uniform vec3 camera_position;
-uniform bool fog_on;
-uniform bool diffuse_on;
-uniform mat4 normal_matrix;
-
-vec3 apply_fog(in vec3 rgb, in float distance, in vec3 ray_orig, in vec3 ray_dir) {
- const float b = 0.00026;
- const float v = 1.0;
- const float zs = 1.0;
-
-
- const float c = 1.0;
-
- // float fog_amount =
- // exp(-ray_orig.z*b) * (1.0-exp( -distance*ray_dir.z*b))/ray_dir.z*b;
-
- float fog_amount = 1.0 - exp(-(pow(distance*b, 2.0))) ;
-
- vec3 fog_color = vec3(0.5,0.6,0.7);
- return mix( rgb, fog_color, fog_amount);
-}
-
-vec3 gamma_correct(vec3 color) {
- return pow(color, vec3(1.0/2.2));
-}
-
-float lambert(vec3 N, vec3 L)
-{
- vec3 nrmN = normalize(N);
- vec3 nrmL = normalize(L);
- float result = dot(nrmN, nrmL);
- return max(result, 0.0);
-}
-
-
-void main() {
- float distance = length(v_ray);
- vec3 light_position = vec3(2.0,1.0,5.0);
-
- vec3 color;
-
- vec3 frag = v_color * v_light;
-
- if (fog_on) {
- vec3 fog = apply_fog(frag, distance, camera_position, v_ray);
- color = frag + (fog * 0.000001);
- }
- else
- color = frag;
-
- // fragmentColor = vec4(color + diffuse, 1.0);
- fragmentColor = vec4(gamma_correct(color), 1.0);
-}