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-rw-r--r--demos/qt3d/cubehouse/shaders/depthTestShader.frag91
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diff --git a/demos/qt3d/cubehouse/shaders/depthTestShader.frag b/demos/qt3d/cubehouse/shaders/depthTestShader.frag
deleted file mode 100644
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--- 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);
-
-};