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-rw-r--r--src/extras/shaders/neoRimSkin_gl3.inc50
1 files changed, 0 insertions, 50 deletions
diff --git a/src/extras/shaders/neoRimSkin_gl3.inc b/src/extras/shaders/neoRimSkin_gl3.inc
deleted file mode 100644
index 70948e1f..00000000
--- a/src/extras/shaders/neoRimSkin_gl3.inc
+++ /dev/null
@@ -1,50 +0,0 @@
-const char *neoRimSkin_vert_src =
-"uniform mat4 u_boneMatrices[64];\n"
-
-"uniform vec3 u_viewVec;\n"
-"uniform vec4 u_rampStart;\n"
-"uniform vec4 u_rampEnd;\n"
-"uniform vec3 u_rimData;\n"
-
-"layout(location = 0) in vec3 in_pos;\n"
-"layout(location = 1) in vec3 in_normal;\n"
-"layout(location = 2) in vec4 in_color;\n"
-"layout(location = 3) in vec2 in_tex0;\n"
-"layout(location = 11) in vec4 in_weights;\n"
-"layout(location = 12) in vec4 in_indices;\n"
-
-"out vec4 v_color;\n"
-"out vec2 v_tex0;\n"
-"out float v_fog;\n"
-
-"void\n"
-"main(void)\n"
-"{\n"
-" vec3 SkinVertex = vec3(0.0, 0.0, 0.0);\n"
-" vec3 SkinNormal = vec3(0.0, 0.0, 0.0);\n"
-" for(int i = 0; i < 4; i++){\n"
-" SkinVertex += (u_boneMatrices[int(in_indices[i])] * vec4(in_pos, 1.0)).xyz * in_weights[i];\n"
-" SkinNormal += (mat3(u_boneMatrices[int(in_indices[i])]) * in_normal) * in_weights[i];\n"
-" }\n"
-
-" vec4 Vertex = u_world * vec4(SkinVertex, 1.0);\n"
-" gl_Position = u_proj * u_view * Vertex;\n"
-" vec3 Normal = mat3(u_world) * SkinNormal;\n"
-
-" v_tex0 = in_tex0;\n"
-
-" v_color = in_color;\n"
-" v_color.rgb += u_ambLight.rgb*surfAmbient;\n"
-" v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;\n"
-
-" // rim light\n"
-" float f = u_rimData.x - u_rimData.y*dot(Normal, u_viewVec);\n"
-" vec4 rimlight = clamp(mix(u_rampEnd, u_rampStart, f)*u_rimData.z, 0.0, 1.0);\n"
-" v_color.rgb += rimlight.rgb;\n"
-
-" v_color = clamp(v_color, 0.0, 1.0);\n"
-" v_color *= u_matColor;\n"
-
-" v_fog = DoFog(gl_Position.z);\n"
-"}\n"
-;