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Delete legacydefault.fragment.fx

David Catuhe 8 年之前
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1de5f4ddcc
共有 1 個文件被更改,包括 0 次插入226 次删除
  1. 0 226
      src/Shaders/legacydefault.fragment.fx

+ 0 - 226
src/Shaders/legacydefault.fragment.fx

@@ -1,226 +0,0 @@
-#define MAP_PROJECTION	4.
-
-// Constants
-uniform vec3 vEyePosition;
-uniform vec3 vAmbientColor;
-uniform vec4 vDiffuseColor;
-#ifdef SPECULARTERM
-uniform vec4 vSpecularColor;
-#endif
-uniform vec3 vEmissiveColor;
-
-// Input
-varying vec3 vPositionW;
-varying vec3 vNormalW;
-
-#ifdef VERTEXCOLOR
-varying vec4 vColor;
-#endif
-
-// Lights
-#include<lightFragmentDeclaration>[0..3]
-
-#include<lightsFragmentFunctions>
-#include<shadowsFragmentFunctions>
-
-// Samplers
-#ifdef DIFFUSE
-varying vec2 vDiffuseUV;
-uniform sampler2D diffuseSampler;
-uniform vec2 vDiffuseInfos;
-#endif
-
-#ifdef AMBIENT
-varying vec2 vAmbientUV;
-uniform sampler2D ambientSampler;
-uniform vec2 vAmbientInfos;
-#endif
-
-#ifdef OPACITY	
-varying vec2 vOpacityUV;
-uniform sampler2D opacitySampler;
-uniform vec2 vOpacityInfos;
-#endif
-
-#ifdef REFLECTION
-varying vec3 vReflectionUVW;
-#ifdef REFLECTIONMAP_3D
-uniform samplerCube reflectionCubeSampler;
-#else
-uniform sampler2D reflection2DSampler;
-#endif
-uniform vec2 vReflectionInfos;
-#endif
-
-#ifdef EMISSIVE
-varying vec2 vEmissiveUV;
-uniform vec2 vEmissiveInfos;
-uniform sampler2D emissiveSampler;
-#endif
-
-#if defined(SPECULAR) && defined(SPECULARTERM)
-varying vec2 vSpecularUV;
-uniform vec2 vSpecularInfos;
-uniform sampler2D specularSampler;
-#endif
-
-// Fresnel
-#include<fresnelFunction>
-
-#ifdef DIFFUSEFRESNEL
-uniform vec4 diffuseLeftColor;
-uniform vec4 diffuseRightColor;
-#endif
-
-#ifdef OPACITYFRESNEL
-uniform vec4 opacityParts;
-#endif
-
-#ifdef REFLECTIONFRESNEL
-uniform vec4 reflectionLeftColor;
-uniform vec4 reflectionRightColor;
-#endif
-
-#ifdef EMISSIVEFRESNEL
-uniform vec4 emissiveLeftColor;
-uniform vec4 emissiveRightColor;
-#endif
-
-#include<clipPlaneFragmentDeclaration>
-#include<fogFragmentDeclaration>
-
-void main(void) {
-#include<clipPlaneFragment>
-
-	vec3 viewDirectionW = normalize(vEyePosition - vPositionW);
-
-	// Base color
-	vec4 baseColor = vec4(1., 1., 1., 1.);
-	vec3 diffuseColor = vDiffuseColor.rgb;
-
-#ifdef DIFFUSE
-	baseColor = texture2D(diffuseSampler, vDiffuseUV);
-
-#ifdef ALPHATEST
-	if (baseColor.a < 0.4)
-		discard;
-#endif
-
-	baseColor.rgb *= vDiffuseInfos.y;
-#endif
-
-#ifdef VERTEXCOLOR
-	baseColor.rgb *= vColor.rgb;
-#endif
-
-	// Bump
-	vec3 normalW = normalize(vNormalW);
-
-	// Ambient color
-	vec3 baseAmbientColor = vec3(1., 1., 1.);
-
-#ifdef AMBIENT
-	baseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;
-#endif
-
-	// Lighting
-	vec3 diffuseBase = vec3(0., 0., 0.);
-	lightingInfo info;
-	float glossiness = 0.;
-#ifdef SPECULARTERM
-	vec3 specularBase = vec3(0., 0., 0.);
-	glossiness = vSpecularColor.a;
-#endif
-	float shadow = 1.;
-
-#include<lightFragment>[0..3]
-
-	// Reflection
-	vec3 reflectionColor = vec3(0., 0., 0.);
-
-#ifdef REFLECTION
-#ifdef REFLECTIONMAP_3D
-		reflectionColor = textureCube(reflectionCubeSampler, vReflectionUVW).rgb * vReflectionInfos.x;
-#else
-		vec2 coords = vReflectionUVW.xy;
-
-#ifdef REFLECTIONMAP_PROJECTION
-		coords /= vReflectionUVW.z;
-#endif
-
-		coords.y = 1.0 - coords.y;
-
-		reflectionColor = texture2D(reflection2DSampler, coords).rgb * vReflectionInfos.x;
-#endif
-
-#ifdef REFLECTIONFRESNEL
-	float reflectionFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, reflectionRightColor.a, reflectionLeftColor.a);
-
-	reflectionColor *= reflectionLeftColor.rgb * (1.0 - reflectionFresnelTerm) + reflectionFresnelTerm * reflectionRightColor.rgb;
-#endif
-#endif
-
-	// Alpha
-	float alpha = vDiffuseColor.a;
-
-#ifdef OPACITY
-	vec4 opacityMap = texture2D(opacitySampler, vOpacityUV);
-#ifdef OPACITYRGB
-	opacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);
-	alpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;
-#else
-	alpha *= opacityMap.a * vOpacityInfos.y;
-#endif
-#endif
-
-#ifdef VERTEXALPHA
-	alpha *= vColor.a;
-#endif
-
-#ifdef OPACITYFRESNEL
-	float opacityFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, opacityParts.z, opacityParts.w);
-
-	alpha += opacityParts.x * (1.0 - opacityFresnelTerm) + opacityFresnelTerm * opacityParts.y;
-#endif
-
-	// Emissive
-	vec3 emissiveColor = vEmissiveColor;
-#ifdef EMISSIVE
-	emissiveColor += texture2D(emissiveSampler, vEmissiveUV).rgb * vEmissiveInfos.y;
-#endif
-
-#ifdef EMISSIVEFRESNEL
-	float emissiveFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, emissiveRightColor.a, emissiveLeftColor.a);
-
-	emissiveColor *= emissiveLeftColor.rgb * (1.0 - emissiveFresnelTerm) + emissiveFresnelTerm * emissiveRightColor.rgb;
-#endif
-
-	// Specular map
-#ifdef SPECULARTERM
-	vec3 specularColor = vSpecularColor.rgb;
-#ifdef SPECULAR
-	specularColor = texture2D(specularSampler, vSpecularUV).rgb * vSpecularInfos.y;
-#endif
-#endif
-
-	// Fresnel
-#ifdef DIFFUSEFRESNEL
-	float diffuseFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, diffuseRightColor.a, diffuseLeftColor.a);
-
-	diffuseBase *= diffuseLeftColor.rgb * (1.0 - diffuseFresnelTerm) + diffuseFresnelTerm * diffuseRightColor.rgb;
-#endif
-
-	// Composition
-	vec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;
-#ifdef SPECULARTERM
-	vec3 finalSpecular = specularBase * specularColor;
-#else
-	vec3 finalSpecular = vec3(0.0);
-#endif
-
-	vec4 color = vec4(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);
-
-#include<fogFragment>
-
-	gl_FragColor = color;
-}