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-rw-r--r--src/GLSLShaderTest/dimple.frag61
1 files changed, 0 insertions, 61 deletions
diff --git a/src/GLSLShaderTest/dimple.frag b/src/GLSLShaderTest/dimple.frag
deleted file mode 100644
index 282add7..0000000
--- a/src/GLSLShaderTest/dimple.frag
+++ /dev/null
@@ -1,61 +0,0 @@
-
-//
-// dimple.frag: Fragment shader for bump mapping dimples (bumps)
-//
-// author: John Kessenich
-//
-// Copyright (c) 2002: 3Dlabs, Inc.
-//
-//
-varying vec3 LightDir;
-varying vec3 EyeDir;
-varying vec3 Normal;
-
-//const vec3 Color = vec3(0.7, 0.6, 0.18);
-
-//const float Density = 16.0;
-//const float Size = 0.25;
-
-uniform vec3 Color;
-uniform float Density;
-uniform float Size;
-// uniform float SpecularFactor;
-
-//float Density = 27.6;
-//float Size = 0.13025;
-
-
-//uniform float Scale;
-
-const float SpecularFactor = 0.4;
-
-void main (void)
-{
- vec3 litColor;
-
- vec2 c = Density * (gl_TexCoord[0].xy);
- vec2 p = fract(c) - vec2(0.5);
- float d = (p.x * p.x) + (p.y * p.y);
- if (d >= Size)
- p = vec2(0.0);
-
- vec3 normDelta = vec3(-p.x, -p.y, 1.0);
-
- litColor = Color * max(0.0, dot(normDelta, LightDir));
-
- float t = 2.0 * dot(LightDir, normDelta);
- vec3 reflectDir = t * normDelta;
- reflectDir = LightDir - reflectDir;
-
-// vec3 reflectDir = LightDir - 2.0 * dot(LightDir, normDelta) * normDelta;
-
- float spec = max(dot(EyeDir, reflectDir), 0.0);
- spec = spec * spec;
- spec = spec * spec;
- spec *= SpecularFactor;
-
- litColor = min(litColor + spec, vec3(1.0));
- gl_FragColor = vec4(litColor, gl_Color.a);
-// gl_FragColor = vec4(litColor, 1.0);
-// gl_FragColor = vec4(Scale);
-}