|
@@ -288,8 +288,6 @@
|
|
|
uniform sampler2D texturePosition;
|
|
|
uniform sampler2D textureVelocity;
|
|
|
|
|
|
- varying vec3 vNormal;
|
|
|
- varying vec2 vUv;
|
|
|
varying vec4 vColor;
|
|
|
varying float z;
|
|
|
|
|
@@ -297,8 +295,6 @@
|
|
|
|
|
|
void main() {
|
|
|
|
|
|
- vNormal = normal;
|
|
|
-
|
|
|
vec4 tmpPos = texture2D( texturePosition, reference );
|
|
|
vec3 pos = tmpPos.xyz;
|
|
|
vec3 velocity = normalize(texture2D( textureVelocity, reference ).xyz);
|
|
@@ -351,8 +347,6 @@
|
|
|
<!-- bird geometry shader -->
|
|
|
<script type="x-shader/x-fragment" id="birdFS">
|
|
|
|
|
|
- varying vec3 vNormal;
|
|
|
- varying vec2 vUv;
|
|
|
varying vec4 vColor;
|
|
|
varying float z;
|
|
|
|
|
@@ -363,15 +357,6 @@
|
|
|
float z2 = 0.2 + ( 1000. - z ) / 1000. * vColor.x;
|
|
|
gl_FragColor = vec4( z2, z2, z2, 1. );
|
|
|
|
|
|
- // vec3 light = vec3( 0.0, 1.0, 1.0 );
|
|
|
- // light = normalize( light );
|
|
|
- // float dProd = dot( vNormal, light ) ; //* 0.5 + 0.5;
|
|
|
- // vec4 tcolor = vColor;
|
|
|
- // vec4 gray = vec4( vec3( tcolor.r * 0.3 + tcolor.g * 0.59 + tcolor.b * 0.11 ), 1.0 );
|
|
|
-
|
|
|
- // gl_FragColor = gray * dProd;
|
|
|
- // gl_FragColor = vec4( dProd * tcolor );
|
|
|
-
|
|
|
}
|
|
|
|
|
|
</script>
|