summaryrefslogtreecommitdiffstats
path: root/src/GLSLShaderTest/polkadot3d.frag
diff options
context:
space:
mode:
Diffstat (limited to 'src/GLSLShaderTest/polkadot3d.frag')
-rw-r--r--src/GLSLShaderTest/polkadot3d.frag48
1 files changed, 0 insertions, 48 deletions
diff --git a/src/GLSLShaderTest/polkadot3d.frag b/src/GLSLShaderTest/polkadot3d.frag
deleted file mode 100644
index b341454..0000000
--- a/src/GLSLShaderTest/polkadot3d.frag
+++ /dev/null
@@ -1,48 +0,0 @@
-//
-// Fragment shader for 3 dimensional polka dot shader.
-//
-// Author: Joshua Doss
-//
-// Copyright (C) 2002-2004 3Dlabs Inc. Ltd.
-//
-// See 3Dlabs-License.txt for license information
-//
-varying float LightIntensity;
-varying vec3 MCPosition;
-
-//Create uniform variables so dots can be spaced and scaled by user
-//uniform vec3 Spacing;
-//uniform float DotSize;
-const vec3 Spacing = vec3 (0.314, 0.36, 0.261);
-const float DotSize = 0.123;
-
-//Create colors as uniform variables so they can be easily changed
-//uniform vec3 ModelColor, PolkaDotColor;
-const vec3 ModelColor = vec3 (0.75, 0.2, 0.1);
-const vec3 PolkaDotColor = vec3 (1, 1, 1);
-
-void main(void)
-{
- float insidesphere, sphereradius, scaledpointlength;
- vec3 scaledpoint, finalcolor;
-
- // Scale the coordinate system
- // The following line of code is not yet implemented in current drivers:
- // mcpos = mod(Spacing, MCposition);
- // We will use a workaround found below for now
- scaledpoint = MCPosition - (Spacing * floor(MCPosition/Spacing));
-
- // Bring the scaledpoint vector into the center of the scaled coordinate system
- scaledpoint = scaledpoint - Spacing/2.0;
-
- // Find the length of the scaledpoint vector and compare it to the dotsize
- scaledpointlength = length(scaledpoint);
- insidesphere = step(scaledpointlength,DotSize);
-
- // Determine final output color before lighting
- finalcolor = vec3(mix(ModelColor, PolkaDotColor, insidesphere));
-
- // Output final color and factor in lighting
- gl_FragColor = clamp((vec4( finalcolor, 1.0 ) * LightIntensity), vec4(0.0), vec4(1.0));
-}
-