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-rw-r--r--src/extras/shaders/neoVehicle_vs_gl3.inc56
1 files changed, 0 insertions, 56 deletions
diff --git a/src/extras/shaders/neoVehicle_vs_gl3.inc b/src/extras/shaders/neoVehicle_vs_gl3.inc
deleted file mode 100644
index 268180e1..00000000
--- a/src/extras/shaders/neoVehicle_vs_gl3.inc
+++ /dev/null
@@ -1,56 +0,0 @@
-const char *neoVehicle_vert_src =
-"uniform vec3 u_eye;\n"
-"uniform vec4 u_reflProps;\n"
-"uniform vec4 u_specDir[5];\n"
-"uniform vec4 u_specColor[5];\n"
-
-"#define fresnel (u_reflProps.x)\n"
-"#define lightStrength (u_reflProps.y) // speclight alpha\n"
-"#define shininess (u_reflProps.z)\n"
-"#define specularity (u_reflProps.w)\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"
-
-"out vec4 v_color;\n"
-"out vec4 v_reflcolor;\n"
-"out vec2 v_tex0;\n"
-"out vec2 v_tex1;\n"
-"out float v_fog;\n"
-
-"vec3 DoDirLightSpec(vec3 Ldir, vec3 Lcol, vec3 N, vec3 V, float power)\n"
-"{\n"
-" return pow(clamp(dot(N, normalize(V + -Ldir)), 0.0, 1.0), power)*Lcol;\n"
-"}\n"
-
-"void\n"
-"main(void)\n"
-"{\n"
-" vec4 Vertex = u_world * vec4(in_pos, 1.0);\n"
-" gl_Position = u_proj * u_view * Vertex;\n"
-" vec3 Normal = mat3(u_world) * in_normal;\n"
-" vec3 viewVec = normalize(u_eye - Vertex.xyz);\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*lightStrength;\n"
-" v_color = clamp(v_color, 0.0, 1.0);\n"
-" v_color *= u_matColor;\n"
-
-" // reflect V along Normal\n"
-" vec3 uv2 = Normal*dot(viewVec, Normal)*2.0 - viewVec;\n"
-" v_tex1 = uv2.xy*0.5 + 0.5;\n"
-" float b = 1.0 - clamp(dot(viewVec, Normal), 0.0, 1.0);\n"
-" v_reflcolor = vec4(0.0, 0.0, 0.0, 1.0);\n"
-" v_reflcolor.a = mix(b*b*b*b*b, 1.0f, fresnel)*shininess;\n"
-
-" for(int i = 0; i < 5; i++)\n"
-" v_reflcolor.rgb += DoDirLightSpec(u_specDir[i].xyz, u_specColor[i].rgb, Normal, viewVec, u_specDir[i].w)*specularity*lightStrength;\n"
-
-" v_fog = DoFog(gl_Position.w);\n"
-"}\n"
-;