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-rw-r--r--src/extras/shaders/es2/normaldiffusemap.frag34
1 files changed, 0 insertions, 34 deletions
diff --git a/src/extras/shaders/es2/normaldiffusemap.frag b/src/extras/shaders/es2/normaldiffusemap.frag
deleted file mode 100644
index 0bf4c5630..000000000
--- a/src/extras/shaders/es2/normaldiffusemap.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 phong.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);
-}