diff options
author | Kevin Ottens <kevin.ottens@kdab.com> | 2017-08-02 17:15:57 +0200 |
---|---|---|
committer | Kevin Ottens <kevin.ottens@kdab.com> | 2017-09-27 07:22:26 +0000 |
commit | f212c4fb5cbb8e8043faf69a82f249c81cf6368d (patch) | |
tree | ef4c1675223e768e1a8c3395c1d62d3006d0b5f8 /src | |
parent | 2321b335f066275736802a26a9e7650422def10a (diff) |
Remove the *alpha.frag from extras
They are identical to their non-alpha counterparts at that point, so no
need to keep them around.
Change-Id: Ia3961670dc1d5c0f65711476c8dc6cc467df62c5
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'src')
-rw-r--r-- | src/extras/defaults/qnormaldiffusemapalphamaterial.cpp | 4 | ||||
-rw-r--r-- | src/extras/defaults/qphongalphamaterial.cpp | 4 | ||||
-rw-r--r-- | src/extras/extras.qrc | 4 | ||||
-rw-r--r-- | src/extras/shaders/es2/normaldiffusemapalpha.frag | 34 | ||||
-rw-r--r-- | src/extras/shaders/es2/phongalpha.frag | 20 | ||||
-rw-r--r-- | src/extras/shaders/gl3/normaldiffusemapalpha.frag | 36 | ||||
-rw-r--r-- | src/extras/shaders/gl3/phongalpha.frag | 22 |
7 files changed, 4 insertions, 120 deletions
diff --git a/src/extras/defaults/qnormaldiffusemapalphamaterial.cpp b/src/extras/defaults/qnormaldiffusemapalphamaterial.cpp index eb6398341..8393b54df 100644 --- a/src/extras/defaults/qnormaldiffusemapalphamaterial.cpp +++ b/src/extras/defaults/qnormaldiffusemapalphamaterial.cpp @@ -83,9 +83,9 @@ void QNormalDiffuseMapAlphaMaterialPrivate::init() this, &QNormalDiffuseMapMaterialPrivate::handleTextureScaleChanged); m_normalDiffuseGL3Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/normaldiffusemap.vert")))); - m_normalDiffuseGL3Shader->setFragmentShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/normaldiffusemapalpha.frag")))); + m_normalDiffuseGL3Shader->setFragmentShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/normaldiffusemap.frag")))); m_normalDiffuseGL2ES2Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/normaldiffusemap.vert")))); - m_normalDiffuseGL2ES2Shader->setFragmentShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/normaldiffusemapalpha.frag")))); + m_normalDiffuseGL2ES2Shader->setFragmentShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/normaldiffusemap.frag")))); m_normalDiffuseGL3Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL); m_normalDiffuseGL3Technique->graphicsApiFilter()->setMajorVersion(3); diff --git a/src/extras/defaults/qphongalphamaterial.cpp b/src/extras/defaults/qphongalphamaterial.cpp index 08cf43200..2d35e7386 100644 --- a/src/extras/defaults/qphongalphamaterial.cpp +++ b/src/extras/defaults/qphongalphamaterial.cpp @@ -96,9 +96,9 @@ void QPhongAlphaMaterialPrivate::init() this, &QPhongAlphaMaterialPrivate::handleShininessChanged); m_phongAlphaGL3Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/phong.vert")))); - m_phongAlphaGL3Shader->setFragmentShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/phongalpha.frag")))); + m_phongAlphaGL3Shader->setFragmentShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/phong.frag")))); m_phongAlphaGL2ES2Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/phong.vert")))); - m_phongAlphaGL2ES2Shader->setFragmentShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/phongalpha.frag")))); + m_phongAlphaGL2ES2Shader->setFragmentShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/phong.frag")))); m_phongAlphaGL3Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL); m_phongAlphaGL3Technique->graphicsApiFilter()->setMajorVersion(3); diff --git a/src/extras/extras.qrc b/src/extras/extras.qrc index 6a51cfea6..7310a7c79 100644 --- a/src/extras/extras.qrc +++ b/src/extras/extras.qrc @@ -19,10 +19,8 @@ <file>shaders/es2/diffusemap.frag</file> <file>shaders/es2/normaldiffusemap.vert</file> <file>shaders/es2/normaldiffusemap.frag</file> - <file>shaders/es2/normaldiffusemapalpha.frag</file> <file>shaders/gl3/normaldiffusemap.frag</file> <file>shaders/gl3/normaldiffusemap.vert</file> - <file>shaders/gl3/normaldiffusemapalpha.frag</file> <file>shaders/es2/diffusespecularmap.frag</file> <file>shaders/gl3/diffusespecularmap.frag</file> <file>shaders/gl3/pervertexcolor.frag</file> @@ -37,8 +35,6 @@ <file>shaders/gl3/gooch.frag</file> <file>shaders/es2/gooch.frag</file> <file>shaders/es2/gooch.vert</file> - <file>shaders/gl3/phongalpha.frag</file> - <file>shaders/es2/phongalpha.frag</file> <file>shaders/gl3/unlittexture.vert</file> <file>shaders/gl3/unlittexture.frag</file> <file>shaders/es2/unlittexture.frag</file> diff --git a/src/extras/shaders/es2/normaldiffusemapalpha.frag b/src/extras/shaders/es2/normaldiffusemapalpha.frag deleted file mode 100644 index 19ca27de8..000000000 --- a/src/extras/shaders/es2/normaldiffusemapalpha.frag +++ /dev/null @@ -1,34 +0,0 @@ -#define FP highp - -varying FP vec3 worldPosition; -varying FP vec3 worldNormal; -varying FP vec4 worldTangent; -varying FP vec2 texCoord; - -uniform sampler2D diffuseTexture; -uniform sampler2D normalTexture; - -// TODO: Replace with a struct -uniform FP vec4 ka; // Ambient reflectivity -uniform FP vec4 ks; // Specular reflectivity -uniform FP float shininess; // Specular shininess factor - -uniform FP vec3 eyePosition; - -#pragma include light.inc.frag -#pragma include coordinatesystems.inc - -void main() -{ - // Sample the textures at the interpolated texCoords - FP vec4 diffuseTextureColor = texture2D( diffuseTexture, texCoord ); - FP vec3 tNormal = 2.0 * texture2D( normalTexture, texCoord ).rgb - vec3( 1.0 ); - - FP mat3 tangentMatrix = calcWorldSpaceToTangentSpaceMatrix(worldNormal, worldTangent); - FP mat3 invertTangentMatrix = transpose(tangentMatrix); - - FP vec3 wNormal = normalize(invertTangentMatrix * tNormal); - FP vec3 worldView = normalize(eyePosition - worldPosition); - - gl_FragColor = phongFunction(ka, diffuseTextureColor, ks, shininess, worldPosition, worldView, wNormal); -} diff --git a/src/extras/shaders/es2/phongalpha.frag b/src/extras/shaders/es2/phongalpha.frag deleted file mode 100644 index bf41f3c9f..000000000 --- a/src/extras/shaders/es2/phongalpha.frag +++ /dev/null @@ -1,20 +0,0 @@ -#define FP highp - -// TODO: Replace with a struct -uniform FP vec4 ka; // Ambient reflectivity -uniform FP vec4 kd; // Diffuse reflectivity -uniform FP vec4 ks; // Specular reflectivity -uniform FP float shininess; // Specular shininess factor - -uniform FP vec3 eyePosition; - -varying FP vec3 worldPosition; -varying FP vec3 worldNormal; - -#pragma include light.inc.frag - -void main() -{ - FP vec3 worldView = normalize(eyePosition - worldPosition); - gl_FragColor = phongFunction(ka, kd, ks, shininess, worldPosition, worldView, worldNormal); -} diff --git a/src/extras/shaders/gl3/normaldiffusemapalpha.frag b/src/extras/shaders/gl3/normaldiffusemapalpha.frag deleted file mode 100644 index 1266cafa0..000000000 --- a/src/extras/shaders/gl3/normaldiffusemapalpha.frag +++ /dev/null @@ -1,36 +0,0 @@ -#version 150 core - -in vec3 worldPosition; -in vec3 worldNormal; -in vec4 worldTangent; -in vec2 texCoord; - -uniform sampler2D diffuseTexture; -uniform sampler2D normalTexture; - -// TODO: Replace with a struct -uniform vec4 ka; // Ambient reflectivity -uniform vec4 ks; // Specular reflectivity -uniform float shininess; // Specular shininess factor - -uniform vec3 eyePosition; - -out vec4 fragColor; - -#pragma include light.inc.frag -#pragma include coordinatesystems.inc - -void main() -{ - // Sample the textures at the interpolated texCoords - vec4 diffuseTextureColor = texture( diffuseTexture, texCoord ); - vec3 tNormal = 2.0 * texture( normalTexture, texCoord ).rgb - vec3( 1.0 ); - - mat3 tangentMatrix = calcWorldSpaceToTangentSpaceMatrix(worldNormal, worldTangent); - mat3 invertTangentMatrix = transpose(tangentMatrix); - - vec3 wNormal = normalize(invertTangentMatrix * tNormal); - - vec3 worldView = normalize(eyePosition - worldPosition); - fragColor = phongFunction(ka, diffuseTextureColor, ks, shininess, worldPosition, worldView, wNormal); -} diff --git a/src/extras/shaders/gl3/phongalpha.frag b/src/extras/shaders/gl3/phongalpha.frag deleted file mode 100644 index 0d6bbfd24..000000000 --- a/src/extras/shaders/gl3/phongalpha.frag +++ /dev/null @@ -1,22 +0,0 @@ -#version 150 core - -// TODO: Replace with a struct -uniform vec4 ka; // Ambient reflectivity -uniform vec4 kd; // Diffuse reflectivity -uniform vec4 ks; // Specular reflectivity -uniform float shininess; // Specular shininess factor - -uniform vec3 eyePosition; - -in vec3 worldPosition; -in vec3 worldNormal; - -out vec4 fragColor; - -#pragma include light.inc.frag - -void main() -{ - vec3 worldView = normalize(eyePosition - worldPosition); - fragColor = phongFunction(ka, kd, ks, shininess, worldPosition, worldView, worldNormal); -} |