diff options
Diffstat (limited to 'demos/qt3d/cubehouse/shaders/depthTestShader.frag')
-rw-r--r-- | demos/qt3d/cubehouse/shaders/depthTestShader.frag | 91 |
1 files changed, 0 insertions, 91 deletions
diff --git a/demos/qt3d/cubehouse/shaders/depthTestShader.frag b/demos/qt3d/cubehouse/shaders/depthTestShader.frag deleted file mode 100644 index b2c6957b..00000000 --- a/demos/qt3d/cubehouse/shaders/depthTestShader.frag +++ /dev/null @@ -1,91 +0,0 @@ -/**************************************************************************** -** -** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies). -** All rights reserved. -** Contact: Nokia Corporation (qt-info@nokia.com) -** -** This file is part of the QtQuick3D module of the Qt Toolkit. -** -** $QT_BEGIN_LICENSE:LGPL$ -** No Commercial Usage -** This file contains pre-release code and may not be distributed. -** You may use this file in accordance with the terms and conditions -** contained in the Technology Preview License Agreement accompanying -** this package. -** -** GNU Lesser General Public License Usage -** Alternatively, this file may be used under the terms of the GNU Lesser -** General Public License version 2.1 as published by the Free Software -** Foundation and appearing in the file LICENSE.LGPL included in the -** packaging of this file. Please review the following information to -** ensure the GNU Lesser General Public License version 2.1 requirements -** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. -** -** In addition, as a special exception, Nokia gives you certain additional -** rights. These rights are described in the Nokia Qt LGPL Exception -** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. -** -** If you have questions regarding the use of this file, please contact -** Nokia at qt-info@nokia.com. -** -** -** -** -** -** -** -** -** $QT_END_LICENSE$ -** -****************************************************************************/ - -// This is equivilent to GL_REPLACE -varying highp vec4 qt_TexCoord0; - -uniform mediump sampler2D texture; -uniform mediump mat4 textureMatrix; -varying highp vec4 onScreenPosition; -varying highp vec4 lightScreenPosition; -varying highp vec4 worldSpaceVertex; -varying float lightDepth; -varying float actualDepth; - -void main(void) -{ - - // I should be able to build a matrix to do this: -// vec4 normalizedOnScreenPosition = (onScreenPosition + 5.0) / 10.0; -vec4 normalizedLightScreenPosition = (((lightScreenPosition -//+ lightScreenPosition.w -) / lightScreenPosition.w ) + 1.0) / 2.0; - -// float lightMapDepth = texture2D(texture, normalizedLightScreenPosition.st).z; - float lightMapDepth = texture2D(texture, normalizedLightScreenPosition.st ).z; -// gl_FragColor = vec4(lightMapDepth, lightMapDepth, lightMapDepth, 1.0); - -// gl_FragColor = vec4(normalizedLightScreenPosition.st,0.0,1.0); - -// float lightActualDepth = normalizedLightScreenPosition.z; - float lightActualDepth = lightDepth; -// gl_FragColor = vec4(lightActualDepth, lightActualDepth, lightActualDepth, 1.0); - float lightActualDepthWithStupidMaths = (lightActualDepth + 10.0) / 20.0; - float lightDepthWithStupidMaths = (lightDepth + 10.0) / 20.0; -// gl_FragColor = vec4(vec3(lightActualDepthWithStupidMaths), 1.0); - - -// if (lightActualDepthWithStupidMaths > lightMapDepth ) -// gl_FragColor = vec4(0.2, 0.2, 0.2, 1.0); -// else - gl_FragColor = vec4(1.0, 1.0, 0.5, 1.0); - - -// gl_FragColor = vec4(lightDepthWithStupidMaths, lightDepthWithStupidMaths, lightDepthWithStupidMaths, 1.0); - - -//float stupidMathslightDepth = (lightDepth + 10.0) / 20; -//gl_FragColor = vec4(stupidMathslightDepth, stupidMathslightDepth, stupidMathslightDepth, 1.0); - -//float stupidMathsActualDepth = (actualDepth + 10.0) / 20.0; -//gl_FragColor = vec4(stupidMathsActualDepth, stupidMathsActualDepth, stupidMathsActualDepth, 1.0); - -}; |