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authorTomi Korpipää <tomi.korpipaa@digia.com>2013-11-13 07:30:00 +0200
committerTomi Korpipää <tomi.korpipaa@digia.com>2013-11-13 08:08:25 +0200
commitd0d0ee40e85e9af4dcf36dcf0af3035daaf5ea82 (patch)
treeacc40a337c01f68745b7d04750b4326f93e804ad /src/datavisualization/engine/shaders/texture.frag
parent0f3874eae3128ccd0b547f974555534a6cb8874a (diff)
Removed unused and duplicate shaders
- texture.frag, texture.vert and texture_ES2.frag are used in Q3DMaps if it is reintroduced some day Change-Id: I80e838ce2471ecef45d7662c59d8fbc74bf72769 Change-Id: I80e838ce2471ecef45d7662c59d8fbc74bf72769 Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
Diffstat (limited to 'src/datavisualization/engine/shaders/texture.frag')
-rw-r--r--src/datavisualization/engine/shaders/texture.frag35
1 files changed, 0 insertions, 35 deletions
diff --git a/src/datavisualization/engine/shaders/texture.frag b/src/datavisualization/engine/shaders/texture.frag
deleted file mode 100644
index a6d7b2eb..00000000
--- a/src/datavisualization/engine/shaders/texture.frag
+++ /dev/null
@@ -1,35 +0,0 @@
-#version 120
-
-uniform highp vec3 lightPosition_wrld;
-uniform highp vec3 color_mdl;
-uniform highp float lightStrength;
-uniform highp float ambientStrength;
-uniform sampler2D textureSampler;
-
-varying highp vec2 UV;
-varying highp vec3 position_wrld;
-varying highp vec3 normal_cmr;
-varying highp vec3 eyeDirection_cmr;
-varying highp vec3 lightDirection_cmr;
-
-void main() {
- highp vec3 materialDiffuseColor = texture2D(textureSampler, UV).rgb;
- highp vec3 materialAmbientColor = vec3(ambientStrength, ambientStrength, ambientStrength) * materialDiffuseColor;
- highp vec3 materialSpecularColor = vec3(1.0, 1.0, 1.0);
-
- highp float distance = length(lightPosition_wrld - position_wrld);
- highp vec3 n = normalize(normal_cmr);
- highp vec3 l = normalize(lightDirection_cmr);
- highp float cosTheta = clamp(dot(n, l), 0.0, 1.0);
-
- highp vec3 E = normalize(eyeDirection_cmr);
- highp vec3 R = reflect(-l, n);
- highp float cosAlpha = clamp(dot(E, R), 0.0, 1.0);
-
- gl_FragColor.rgb =
- materialAmbientColor +
- materialDiffuseColor * lightStrength * (cosTheta * cosTheta) / distance +
- materialSpecularColor * lightStrength * pow(cosAlpha, 10) / distance;
- gl_FragColor.a = texture2D(textureSampler, UV).a;
-}
-