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Removed old shader

raysan5 9 anos atrás
pai
commit
c12737ae38
2 arquivos alterados com 0 adições e 114 exclusões
  1. 0 85
      shaders/glsl330/phong.fs
  2. 0 29
      shaders/glsl330/phong.vs

+ 0 - 85
shaders/glsl330/phong.fs

@@ -1,85 +0,0 @@
-#version 330
-
-// Input vertex attributes (from vertex shader)
-in vec2 fragTexCoord;
-in vec3 fragNormal;
-
-// Input uniform values
-uniform sampler2D texture0;
-uniform vec4 colDiffuse;
-
-// Output fragment color
-out vec4 finalColor;
-
-// NOTE: Add here your custom variables
-
-// Light uniform values
-uniform vec3 lightAmbientColor = vec3(0.6, 0.3, 0.0);
-uniform vec3 lightDiffuseColor = vec3(1.0, 0.5, 0.0);
-uniform vec3 lightSpecularColor = vec3(0.0, 1.0, 0.0);
-uniform float lightIntensity = 1.0;
-uniform float lightSpecIntensity = 1.0;
-
-// Material uniform values
-uniform vec3 matAmbientColor = vec3(1.0, 1.0, 1.0);
-uniform vec3 matSpecularColor = vec3(1.0, 1.0, 1.0);
-uniform float matGlossiness = 50.0;
-
-// World uniform values
-uniform vec3 lightPosition;
-uniform vec3 cameraPosition;
-
-// Fragment shader output data
-out vec4 fragColor;
-
-// Calculate ambient lighting component
-vec3 AmbientLighting()
-{
-    return (matAmbientColor*lightAmbientColor);
-}
-
-// Calculate diffuse lighting component
-vec3 DiffuseLighting(in vec3 N, in vec3 L)
-{
-    // Lambertian reflection calculation
-    float diffuse = clamp(dot(N, L), 0, 1);
-
-    return (colDiffuse.xyz*lightDiffuseColor*lightIntensity*diffuse);
-}
-
-// Calculate specular lighting component
-vec3 SpecularLighting(in vec3 N, in vec3 L, in vec3 V)
-{
-    float specular = 0.0;
-
-    // Calculate specular reflection only if the surface is oriented to the light source
-    if (dot(N, L) > 0)
-    {
-        // Calculate half vector
-        vec3 H = normalize(L + V);
-
-        // Calculate specular intensity
-        specular = pow(dot(N, H), 3 + matGlossiness);
-    }
-   
-    return (matSpecularColor*lightSpecularColor*lightSpecIntensity*specular);
-}
-
-void main()
-{
-    // Normalize input vectors
-    vec3 L = normalize(lightPosition);
-    vec3 V = normalize(cameraPosition);
-    vec3 N = normalize(fragNormal);
-    
-    // Calculate lighting components 
-    vec3 ambient = AmbientLighting();
-    vec3 diffuse = DiffuseLighting(N, L);
-    vec3 specular = SpecularLighting(N, L, V);
-    
-    // Texel color fetching from texture sampler
-    vec4 texelColor = texture(texture0, fragTexCoord);
-
-    // Calculate final fragment color
-    finalColor = vec4(texelColor.rgb*(ambient + diffuse + specular), texelColor.a);
-}

+ 0 - 29
shaders/glsl330/phong.vs

@@ -1,29 +0,0 @@
-#version 330
-
-// Input vertex attributes
-in vec3 vertexPosition;
-in vec2 vertexTexCoord;
-in vec3 vertexNormal;
-
-// Input uniform values
-uniform mat4 mvpMatrix;
-
-// Output vertex attributes (to fragment shader)
-out vec2 fragTexCoord;
-out vec3 fragNormal;
-
-// NOTE: Add here your custom variables
-uniform mat4 modelMatrix;
-
-void main()
-{
-    // Send vertex attributes to fragment shader
-    fragTexCoord = vertexTexCoord;
-
-    // Calculate view vector normal from model
-    mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
-    fragNormal = normalize(normalMatrix*vertexNormal);
-    
-    // Calculate final vertex position
-    gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
-}