From d0d0ee40e85e9af4dcf36dcf0af3035daaf5ea82 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Tomi=20Korpip=C3=A4=C3=A4?= Date: Wed, 13 Nov 2013 07:30:00 +0200 Subject: 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 --- src/datavisualization/engine/shaders/ambient.frag | 32 ------------------- src/datavisualization/engine/shaders/default.vert | 2 -- .../engine/shaders/default_ES2.vert | 26 --------------- .../engine/shaders/plainColor.frag | 7 ++++ .../engine/shaders/plainColor.vert | 7 ++++ .../engine/shaders/selection.frag | 7 ---- .../engine/shaders/selection.vert | 7 ---- .../engine/shaders/surfaceGrid.frag | 6 ---- .../engine/shaders/surfaceGrid.vert | 6 ---- src/datavisualization/engine/shaders/texture.frag | 35 -------------------- src/datavisualization/engine/shaders/texture.vert | 26 --------------- .../engine/shaders/texture_ES2.frag | 37 ---------------------- 12 files changed, 14 insertions(+), 184 deletions(-) delete mode 100644 src/datavisualization/engine/shaders/ambient.frag delete mode 100644 src/datavisualization/engine/shaders/default_ES2.vert create mode 100644 src/datavisualization/engine/shaders/plainColor.frag create mode 100644 src/datavisualization/engine/shaders/plainColor.vert delete mode 100644 src/datavisualization/engine/shaders/selection.frag delete mode 100644 src/datavisualization/engine/shaders/selection.vert delete mode 100644 src/datavisualization/engine/shaders/surfaceGrid.frag delete mode 100644 src/datavisualization/engine/shaders/surfaceGrid.vert delete mode 100644 src/datavisualization/engine/shaders/texture.frag delete mode 100644 src/datavisualization/engine/shaders/texture.vert delete mode 100644 src/datavisualization/engine/shaders/texture_ES2.frag (limited to 'src/datavisualization/engine/shaders') diff --git a/src/datavisualization/engine/shaders/ambient.frag b/src/datavisualization/engine/shaders/ambient.frag deleted file mode 100644 index 88f850f3..00000000 --- a/src/datavisualization/engine/shaders/ambient.frag +++ /dev/null @@ -1,32 +0,0 @@ -#version 120 - -uniform highp vec3 lightPosition_wrld; -uniform highp vec3 color_mdl; - -varying highp vec3 position_wrld; -varying highp vec3 normal_cmr; -varying highp vec3 eyeDirection_cmr; -varying highp vec3 lightDirection_cmr; - -void main() { - highp vec3 lightColor = vec3(1.0, 1.0, 1.0); - highp float lightPower = 10.0; - highp vec3 materialAmbientColor = vec3(0.5, 0.5, 0.5) * color_mdl; - highp vec3 materialSpecularColor = vec3(0.3, 0.3, 0.3) * color_mdl; - - 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 + - materialSpecularColor * lightColor * lightPower * pow(cosAlpha, 5) / (distance * distance); - gl_FragColor.a = 1.0; -} - diff --git a/src/datavisualization/engine/shaders/default.vert b/src/datavisualization/engine/shaders/default.vert index 14f77773..efb40862 100644 --- a/src/datavisualization/engine/shaders/default.vert +++ b/src/datavisualization/engine/shaders/default.vert @@ -1,5 +1,3 @@ -#version 120 - attribute highp vec3 vertexPosition_mdl; attribute highp vec2 vertexUV; attribute highp vec3 vertexNormal_mdl; diff --git a/src/datavisualization/engine/shaders/default_ES2.vert b/src/datavisualization/engine/shaders/default_ES2.vert deleted file mode 100644 index efb40862..00000000 --- a/src/datavisualization/engine/shaders/default_ES2.vert +++ /dev/null @@ -1,26 +0,0 @@ -attribute highp vec3 vertexPosition_mdl; -attribute highp vec2 vertexUV; -attribute highp vec3 vertexNormal_mdl; - -uniform highp mat4 MVP; -uniform highp mat4 V; -uniform highp mat4 M; -uniform highp mat4 itM; -uniform highp vec3 lightPosition_wrld; - -varying highp vec3 position_wrld; -varying highp vec3 normal_cmr; -varying highp vec3 eyeDirection_cmr; -varying highp vec3 lightDirection_cmr; -varying highp vec2 coords_mdl; - -void main() { - gl_Position = MVP * vec4(vertexPosition_mdl, 1.0); - coords_mdl = vertexPosition_mdl.xy; - position_wrld = (M * vec4(vertexPosition_mdl, 1.0)).xyz; - vec3 vertexPosition_cmr = (V * M * vec4(vertexPosition_mdl, 1.0)).xyz; - eyeDirection_cmr = vec3(0.0, 0.0, 0.0) - vertexPosition_cmr; - vec3 lightPosition_cmr = (V * vec4(lightPosition_wrld, 1.0)).xyz; - lightDirection_cmr = lightPosition_cmr + eyeDirection_cmr; - normal_cmr = (V * itM * vec4(vertexNormal_mdl, 0.0)).xyz; -} diff --git a/src/datavisualization/engine/shaders/plainColor.frag b/src/datavisualization/engine/shaders/plainColor.frag new file mode 100644 index 00000000..099c87a1 --- /dev/null +++ b/src/datavisualization/engine/shaders/plainColor.frag @@ -0,0 +1,7 @@ +uniform highp vec3 color_mdl; + +void main() { + gl_FragColor.rgb = color_mdl; + gl_FragColor.a = 1.0; +} + diff --git a/src/datavisualization/engine/shaders/plainColor.vert b/src/datavisualization/engine/shaders/plainColor.vert new file mode 100644 index 00000000..64d17e15 --- /dev/null +++ b/src/datavisualization/engine/shaders/plainColor.vert @@ -0,0 +1,7 @@ +uniform highp mat4 MVP; + +attribute highp vec3 vertexPosition_mdl; + +void main() { + gl_Position = MVP * vec4(vertexPosition_mdl, 1.0); +} diff --git a/src/datavisualization/engine/shaders/selection.frag b/src/datavisualization/engine/shaders/selection.frag deleted file mode 100644 index 099c87a1..00000000 --- a/src/datavisualization/engine/shaders/selection.frag +++ /dev/null @@ -1,7 +0,0 @@ -uniform highp vec3 color_mdl; - -void main() { - gl_FragColor.rgb = color_mdl; - gl_FragColor.a = 1.0; -} - diff --git a/src/datavisualization/engine/shaders/selection.vert b/src/datavisualization/engine/shaders/selection.vert deleted file mode 100644 index 64d17e15..00000000 --- a/src/datavisualization/engine/shaders/selection.vert +++ /dev/null @@ -1,7 +0,0 @@ -uniform highp mat4 MVP; - -attribute highp vec3 vertexPosition_mdl; - -void main() { - gl_Position = MVP * vec4(vertexPosition_mdl, 1.0); -} diff --git a/src/datavisualization/engine/shaders/surfaceGrid.frag b/src/datavisualization/engine/shaders/surfaceGrid.frag deleted file mode 100644 index 1658b316..00000000 --- a/src/datavisualization/engine/shaders/surfaceGrid.frag +++ /dev/null @@ -1,6 +0,0 @@ -uniform highp vec3 color_mdl; - -void main() { - gl_FragColor.rgb = color_mdl; -} - diff --git a/src/datavisualization/engine/shaders/surfaceGrid.vert b/src/datavisualization/engine/shaders/surfaceGrid.vert deleted file mode 100644 index 5582d633..00000000 --- a/src/datavisualization/engine/shaders/surfaceGrid.vert +++ /dev/null @@ -1,6 +0,0 @@ -attribute highp vec3 vertexPosition_mdl; -uniform highp mat4 MVP; - -void main() { - gl_Position = MVP * vec4(vertexPosition_mdl, 1.0); -} 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; -} - diff --git a/src/datavisualization/engine/shaders/texture.vert b/src/datavisualization/engine/shaders/texture.vert deleted file mode 100644 index 01f922e0..00000000 --- a/src/datavisualization/engine/shaders/texture.vert +++ /dev/null @@ -1,26 +0,0 @@ -uniform highp mat4 MVP; -uniform highp mat4 V; -uniform highp mat4 M; -uniform highp mat4 itM; -uniform highp vec3 lightPosition_wrld; - -attribute highp vec3 vertexPosition_mdl; -attribute highp vec2 vertexUV; -attribute highp vec3 vertexNormal_mdl; - -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() { - gl_Position = MVP * vec4(vertexPosition_mdl, 1.0); - position_wrld = (M * vec4(vertexPosition_mdl, 1.0)).xyz; - vec3 vertexPosition_cmr = (V * M * vec4(vertexPosition_mdl, 1.0)).xyz; - eyeDirection_cmr = vec3(0.0, 0.0, 0.0) - vertexPosition_cmr; - vec3 lightPosition_cmr = (V * vec4(lightPosition_wrld, 1.0)).xyz; - lightDirection_cmr = lightPosition_cmr + eyeDirection_cmr; - normal_cmr = (V * itM * vec4(vertexNormal_mdl, 0.0)).xyz; - UV = vertexUV; -} diff --git a/src/datavisualization/engine/shaders/texture_ES2.frag b/src/datavisualization/engine/shaders/texture_ES2.frag deleted file mode 100644 index 58097ba5..00000000 --- a/src/datavisualization/engine/shaders/texture_ES2.frag +++ /dev/null @@ -1,37 +0,0 @@ -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 = dot(n, l); - if (cosTheta < 0.0) cosTheta = 0.0; - else if (cosTheta > 1.0) cosTheta = 1.0; - - highp vec3 E = normalize(eyeDirection_cmr); - highp vec3 R = reflect(-l, n); - highp float cosAlpha = dot(E, R); - if (cosAlpha < 0.0) cosAlpha = 0.0; - else if (cosAlpha > 1.0) cosAlpha = 1.0; - - gl_FragColor.rgb = - materialAmbientColor + - materialDiffuseColor * lightStrength * (cosTheta * cosTheta) / distance + - materialSpecularColor * lightStrength * (cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha) / distance; - gl_FragColor.a = texture2D(textureSampler, UV).a; -} - -- cgit v1.2.3