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authorraysan5 <raysan5@gmail.com>2016-07-19 11:06:09 +0200
committerraysan5 <raysan5@gmail.com>2016-07-19 11:06:09 +0200
commitc12737ae38b613896a243d2b46b289f10ad30d75 (patch)
tree73ce014658daf98ed4701f7df826ad981e78c971
parent3140496a12cceb6753f8f1f7dd9f74b61a04c727 (diff)
downloadraylib-c12737ae38b613896a243d2b46b289f10ad30d75.tar.gz
raylib-c12737ae38b613896a243d2b46b289f10ad30d75.zip
Removed old shader
-rw-r--r--shaders/glsl330/phong.fs85
-rw-r--r--shaders/glsl330/phong.vs29
2 files changed, 0 insertions, 114 deletions
diff --git a/shaders/glsl330/phong.fs b/shaders/glsl330/phong.fs
deleted file mode 100644
index b2414a15..00000000
--- a/shaders/glsl330/phong.fs
+++ /dev/null
@@ -1,85 +0,0 @@
-#version 330
-
-// Input vertex attributes (from vertex shader)
-in vec2 fragTexCoord;
-in vec3 fragNormal;
-
-// Input uniform values
-uniform sampler2D texture0;
-uniform vec4 colDiffuse;
-
-// Output fragment color
-out vec4 finalColor;
-
-// NOTE: Add here your custom variables
-
-// Light uniform values
-uniform vec3 lightAmbientColor = vec3(0.6, 0.3, 0.0);
-uniform vec3 lightDiffuseColor = vec3(1.0, 0.5, 0.0);
-uniform vec3 lightSpecularColor = vec3(0.0, 1.0, 0.0);
-uniform float lightIntensity = 1.0;
-uniform float lightSpecIntensity = 1.0;
-
-// Material uniform values
-uniform vec3 matAmbientColor = vec3(1.0, 1.0, 1.0);
-uniform vec3 matSpecularColor = vec3(1.0, 1.0, 1.0);
-uniform float matGlossiness = 50.0;
-
-// World uniform values
-uniform vec3 lightPosition;
-uniform vec3 cameraPosition;
-
-// Fragment shader output data
-out vec4 fragColor;
-
-// Calculate ambient lighting component
-vec3 AmbientLighting()
-{
- return (matAmbientColor*lightAmbientColor);
-}
-
-// Calculate diffuse lighting component
-vec3 DiffuseLighting(in vec3 N, in vec3 L)
-{
- // Lambertian reflection calculation
- float diffuse = clamp(dot(N, L), 0, 1);
-
- return (colDiffuse.xyz*lightDiffuseColor*lightIntensity*diffuse);
-}
-
-// Calculate specular lighting component
-vec3 SpecularLighting(in vec3 N, in vec3 L, in vec3 V)
-{
- float specular = 0.0;
-
- // Calculate specular reflection only if the surface is oriented to the light source
- if (dot(N, L) > 0)
- {
- // Calculate half vector
- vec3 H = normalize(L + V);
-
- // Calculate specular intensity
- specular = pow(dot(N, H), 3 + matGlossiness);
- }
-
- return (matSpecularColor*lightSpecularColor*lightSpecIntensity*specular);
-}
-
-void main()
-{
- // Normalize input vectors
- vec3 L = normalize(lightPosition);
- vec3 V = normalize(cameraPosition);
- vec3 N = normalize(fragNormal);
-
- // Calculate lighting components
- vec3 ambient = AmbientLighting();
- vec3 diffuse = DiffuseLighting(N, L);
- vec3 specular = SpecularLighting(N, L, V);
-
- // Texel color fetching from texture sampler
- vec4 texelColor = texture(texture0, fragTexCoord);
-
- // Calculate final fragment color
- finalColor = vec4(texelColor.rgb*(ambient + diffuse + specular), texelColor.a);
-} \ No newline at end of file
diff --git a/shaders/glsl330/phong.vs b/shaders/glsl330/phong.vs
deleted file mode 100644
index d68d9b3f..00000000
--- a/shaders/glsl330/phong.vs
+++ /dev/null
@@ -1,29 +0,0 @@
-#version 330
-
-// Input vertex attributes
-in vec3 vertexPosition;
-in vec2 vertexTexCoord;
-in vec3 vertexNormal;
-
-// Input uniform values
-uniform mat4 mvpMatrix;
-
-// Output vertex attributes (to fragment shader)
-out vec2 fragTexCoord;
-out vec3 fragNormal;
-
-// NOTE: Add here your custom variables
-uniform mat4 modelMatrix;
-
-void main()
-{
- // Send vertex attributes to fragment shader
- fragTexCoord = vertexTexCoord;
-
- // Calculate view vector normal from model
- mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
- fragNormal = normalize(normalMatrix*vertexNormal);
-
- // Calculate final vertex position
- gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
-} \ No newline at end of file