diff options
author | Eric Anholt <eric@anholt.net> | 2010-05-21 09:32:38 -0700 |
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committer | Eric Anholt <eric@anholt.net> | 2010-05-21 12:20:39 -0700 |
commit | 68fc4b415e322f6744299e39864fbc377c6eff74 (patch) | |
tree | 4bafffd8b0105174f3c5c0ae327a005be9145990 /progs/glsl/CH11-bumpmaptex.frag | |
parent | e4f4489e3fc0b36d72821b55794fb843b2b7fa5f (diff) |
Remove demos that have moved to git+ssh://git.freedesktop.org/git/mesa/demos.
The remaining programs are ones I've had difficulty finding a build
environment for to make the build system or are unit tests that should
probably live next to their code instead. Hopefully people can bring
over the build for remaining pieces they care about.
Diffstat (limited to 'progs/glsl/CH11-bumpmaptex.frag')
-rw-r--r-- | progs/glsl/CH11-bumpmaptex.frag | 47 |
1 files changed, 0 insertions, 47 deletions
diff --git a/progs/glsl/CH11-bumpmaptex.frag b/progs/glsl/CH11-bumpmaptex.frag deleted file mode 100644 index b5dabb4c8a..0000000000 --- a/progs/glsl/CH11-bumpmaptex.frag +++ /dev/null @@ -1,47 +0,0 @@ -// -// Fragment shader for procedural bumps -// -// Authors: John Kessenich, Randi Rost -// -// Copyright (c) 2002-2006 3Dlabs Inc. Ltd. -// -// See 3Dlabs-License.txt for license information -// -// Texture mapping/modulation added by Brian Paul -// - -varying vec3 LightDir; -varying vec3 EyeDir; - -uniform float BumpDensity; // = 16.0 -uniform float BumpSize; // = 0.15 -uniform float SpecularFactor; // = 0.5 - -uniform sampler2D Tex; - -void main() -{ - vec3 ambient = vec3(0.25); - vec3 litColor; - vec2 c = BumpDensity * gl_TexCoord[0].st; - vec2 p = fract(c) - vec2(0.5); - - float d, f; - d = p.x * p.x + p.y * p.y; - f = inversesqrt(d + 1.0); - - if (d >= BumpSize) - { p = vec2(0.0); f = 1.0; } - - vec3 SurfaceColor = texture2D(Tex, gl_TexCoord[0].st).xyz; - - vec3 normDelta = vec3(p.x, p.y, 1.0) * f; - litColor = SurfaceColor * (ambient + max(dot(normDelta, LightDir), 0.0)); - vec3 reflectDir = reflect(LightDir, normDelta); - - float spec = max(dot(EyeDir, reflectDir), 0.0); - spec *= SpecularFactor; - litColor = min(litColor + spec, vec3(1.0)); - - gl_FragColor = vec4(litColor, 1.0); -} |