]> git.tdb.fi Git - libs/gl.git/commitdiff
Remove the deprecated singlepass shader
authorMikko Rasa <tdb@tdb.fi>
Sat, 24 Apr 2021 11:54:49 +0000 (14:54 +0300)
committerMikko Rasa <tdb@tdb.fi>
Sat, 24 Apr 2021 12:02:23 +0000 (15:02 +0300)
It's become broken to the extent that it isn't worth fixing.

shaderlib/singlepass.glsl [deleted file]

diff --git a/shaderlib/singlepass.glsl b/shaderlib/singlepass.glsl
deleted file mode 100644 (file)
index eef6a53..0000000
+++ /dev/null
@@ -1,170 +0,0 @@
-// Deprecated; use phong.glsl instead.
-import msp_interface;
-
-const bool use_vertex_color = false;
-
-const bool use_lighting = false;
-const bool use_specular = false;
-const bool use_sky = false;
-const bool use_fog = false;
-
-const bool use_diffuse_map = false;
-const bool use_normal_map = false;
-
-const bool use_shadow_map = false;
-
-const bool use_environment_map = false;
-
-#pragma MSP stage(vertex)
-vec4 get_vertex_position()
-{
-       return vertex;
-}
-
-vec3 get_vertex_normal()
-{
-       return normal;
-}
-
-void singlepass_transform_and_lighting()
-{
-       out vec4 eye_vertex = eye_obj_matrix*get_vertex_position();
-       gl_Position = projection_matrix*eye_vertex;
-
-       out vec3 eye_normal = eye_obj_normal_matrix*get_vertex_normal();
-       vec3 eye_tangent = eye_obj_normal_matrix*tangent;
-       vec3 eye_binormal = eye_obj_normal_matrix*binormal;
-       out mat3 eye_tbn_matrix = mat3(eye_tangent, eye_binormal, eye_normal);
-
-       out vec3 incident_dir = normalize(eye_vertex.xyz);
-       if(use_normal_map)
-               incident_dir = incident_dir*eye_tbn_matrix;
-
-       vec3 ldir = normalize(light_sources[0].position.xyz-eye_vertex.xyz*light_sources[0].position.w);
-       if(use_normal_map)
-               ldir = ldir*eye_tbn_matrix;
-       out vec3 light_dir = ldir;
-
-       out vec3 tbn_zenith_dir = eye_zenith_dir*eye_tbn_matrix;
-       out vec3 shadow_coord = (shd_eye_matrix*eye_vertex).xyz;
-       out float fog_coord = eye_vertex.z;
-
-       for(int i=0; i<max_clip_planes; ++i)
-               gl_ClipDistance[i] = dot(eye_vertex, clip_planes[i].equation);
-}
-
-void main()
-{
-       singlepass_transform_and_lighting();
-       passthrough;
-}
-
-#pragma MSP stage(fragment)
-vec4 get_diffuse_sample()
-{
-       return texture(diffuse_map, texcoord.xy);
-}
-
-vec3 get_normal_sample()
-{
-       return texture(normal_map, texcoord.xy).xyz*2.0-1.0;
-}
-
-vec4 get_environment_sample(vec3 direction)
-{
-       return texture(environment_map, direction);
-}
-
-vec3 normal;
-vec4 diffuse_sample;
-
-vec3 singlepass_lighting()
-{
-       float shadow_sample = texture(shadow_map, shadow_coord);
-       float shadow_intensity = mix(1.0, shadow_sample, shadow_darkness);
-
-       vec3 ambient_light = ambient_color.rgb;
-       if(use_sky)
-       {
-               vec3 zenith_dir;
-               if(use_normal_map)
-                       zenith_dir = tbn_zenith_dir;
-               else
-                       zenith_dir = eye_zenith_dir;
-               float skylight_intensity = dot(normal, zenith_dir)*0.5+0.5;
-               ambient_light += skylight_intensity*sky_color.rgb;
-       }
-
-       vec3 n_light_dir = normalize(light_dir);
-       float diffuse_intensity = max(dot(normal, n_light_dir), 0.0);
-       if(use_shadow_map)
-               diffuse_intensity *= shadow_intensity;
-       vec3 diffuse_light = diffuse_intensity*light_sources[0].diffuse.rgb;
-
-       vec3 half_vec = normalize(light_dir-incident_dir);
-       float specular_intensity = pow(max(dot(half_vec, normal), 0.0), basic_material.shininess);
-       if(use_shadow_map)
-               specular_intensity *= shadow_intensity;
-       vec3 specular_light = specular_intensity*light_sources[0].specular.rgb;
-
-       vec3 result = basic_material.diffuse.rgb*ambient_light+basic_material.diffuse.rgb*diffuse_light;
-       if(use_diffuse_map)
-               result *= diffuse_sample.rgb;
-       if(use_specular)
-               result += basic_material.specular.rgb*specular_light;
-
-       return result;
-}
-
-float singlepass_transparency()
-{
-       float alpha = basic_material.diffuse.a;
-       if(use_diffuse_map)
-               alpha *= diffuse_sample.a;
-       return alpha;
-}
-
-vec3 singlepass_reflection()
-{
-       vec3 reflect_dir = reflect(incident_dir, normal);
-       if(use_normal_map)
-               reflect_dir = eye_tbn_matrix*reflect_dir;
-
-       return get_environment_sample(env_eye_matrix*reflect_dir).rgb;
-}
-
-vec4 singlepass_color()
-{
-       vec4 result = vec4(1.0);
-       if(use_vertex_color)
-               result *= color;
-       if(use_diffuse_map)
-               result *= get_diffuse_sample();
-       return result;
-}
-
-void main()
-{
-       if(use_normal_map)
-               normal = get_normal_sample();
-       else
-               normal = normalize(eye_normal);
-
-       diffuse_sample = get_diffuse_sample();
-
-       vec4 final_color;
-       if(use_lighting)
-               final_color = vec4(singlepass_lighting(), singlepass_transparency());
-       else
-               final_color = singlepass_color();
-
-       if(use_environment_map)
-               final_color += vec4(singlepass_reflection(), 0.0);
-       if(use_fog)
-       {
-               float fog_value = exp(fog_coord*fog_density);
-               final_color = vec4(mix(fog_color.rgb, final_color.rgb, fog_value), final_color.a);
-       }
-
-       frag_color = final_color;
-}