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-rw-r--r--src/GLSLShaderTest/aabrick.frag55
1 files changed, 0 insertions, 55 deletions
diff --git a/src/GLSLShaderTest/aabrick.frag b/src/GLSLShaderTest/aabrick.frag
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index 7c9aab8..0000000
--- a/src/GLSLShaderTest/aabrick.frag
+++ /dev/null
@@ -1,55 +0,0 @@
-//
-// Fragment shader for antialiased procedural bricks
-//
-// Authors: Dave Baldwin, Randi Rost
-// based on a shader by Darwyn Peachey
-//
-// Copyright (c) 2002-2004 3Dlabs Inc. Ltd.
-//
-// See 3Dlabs-License.txt for license information
-//
-
-uniform vec3 BrickColor;
-//uniform vec3 MortarColor;
-//uniform vec2 BrickSize;
-//uniform vec2 BrickPct;
-//uniform vec2 MortarPct;
-
-//const vec3 BrickColor = vec3 (1, 0.3, 0.2);
-const vec3 MortarColor = vec3 (0.85, 0.86, 0.84);
-const vec2 BrickSize = vec2 (0.3, 0.15);
-const vec2 BrickPct = vec2 (0.9, 0.85);
-const vec2 MortarPct = vec2 (0.1, 0.15);
-
-varying vec2 MCposition;
-varying float LightIntensity;
-
-#define Integral(x, p, notp) ((floor(x)*(p)) + max(fract(x)-(notp), 0.0))
-
-void main(void)
-{
- vec2 position, fw, useBrick;
- vec3 color;
-
- // Determine position within the brick pattern
- position = MCposition / BrickSize;
-
- // Adjust every other row by an offset of half a brick
- if (fract(position.y * 0.5) > 0.5)
- position.x += 0.5;
-
- // Calculate filter size
- //fw = fwidth(position); //fwidth not implemented on WildcatVP
- fw = (abs(dFdx(MCposition)) + abs(dFdy(MCposition))) / BrickSize;
-
- // Perform filtering by integrating the 2D pulse made by the
- // brick pattern over the filter width and height
- useBrick = (Integral(position + fw, BrickPct, MortarPct) -
- Integral(position, BrickPct, MortarPct)) / fw;
-
- // Determine final color
- color = mix(MortarColor, BrickColor, useBrick.x * useBrick.y);
- color *= LightIntensity;
-
- gl_FragColor = vec4 (color, 1.0);
-}