opengl.assets: Rid old files.

This commit is contained in:
Rod Kay
2024-02-28 19:44:20 +11:00
parent 5d6861143a
commit 0a6542a2c5
3 changed files with 0 additions and 177 deletions

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@@ -1,121 +0,0 @@
struct light
{
vec4 Site;
vec3 Color;
float Attenuation;
float ambient_Coefficient;
float cone_Angle;
vec3 cone_Direction;
};
uniform mat4 model_Transform;
uniform mat3 inverse_model_Rotation;
uniform vec3 camera_Site;
uniform vec3 specular_Color; // The materials specular color.
uniform int light_Count;
uniform light Lights [50];
in vec3 frag_Site;
in vec3 frag_Normal;
in vec2 frag_Coords;
in float frag_Shine;
out vec4 final_Color;
vec3
apply_Light (light Light,
vec3 surface_Color,
vec3 Normal,
vec3 surface_Site,
vec3 Surface_to_Camera)
{
vec3 Surface_to_Light;
float Attenuation = 1.0;
if (Light.Site.w == 0.0)
{
// Directional light.
//
Surface_to_Light = normalize (-Light.Site.xyz);
Attenuation = 1.0; // No attenuation for directional lights.
}
else
{
// Point light.
//
vec3 Surface_to_Light_vector = Light.Site.xyz - surface_Site;
float Distance_to_Light = length (Surface_to_Light_vector);
Surface_to_Light = normalize (Surface_to_Light_vector);
Attenuation = 1.0
/ ( 1.0
+ Light.Attenuation
* pow (Distance_to_Light, 2));
// Cone restrictions which affects attenuation.
//
float Light_to_Surface_Angle = degrees (acos (dot (-Surface_to_Light,
normalize (Light.cone_Direction))));
if (Light_to_Surface_Angle > Light.cone_Angle)
{
Attenuation = 0.0;
}
}
vec3 lit_surface_Color = surface_Color * Light.Color;
vec3 Ambient = Light.ambient_Coefficient * lit_surface_Color;
float diffuse_Coefficient = max (0.0,
dot (Normal,
Surface_to_Light));
vec3 Diffuse = diffuse_Coefficient * lit_surface_Color;
float specular_Coefficient = 0.0;
if (diffuse_Coefficient > 0.0)
specular_Coefficient = pow (max (0.0,
dot (Surface_to_Camera,
reflect (-Surface_to_Light,
Normal))),
frag_Shine);
vec3 Specular = specular_Coefficient * specular_Color * Light.Color;
return Ambient + Attenuation * (Diffuse + Specular); // Linear color (before gamma correction).
}
void
main()
{
vec3 surface_Site = vec3 ( model_Transform
* vec4 (frag_Site, 1));
vec4 surface_Color = apply_Texturing (frag_Coords);
vec3 Surface_to_Camera = normalize (camera_Site - surface_Site);
vec3 Normal = normalize ( frag_Normal
* inverse_model_Rotation);
// Combine color from all the lights.
//
vec3 linear_Color = vec3 (0);
for (int i = 0; i < light_Count; ++i)
{
linear_Color += apply_Light (Lights [i],
surface_Color.rgb,
Normal,
surface_Site,
Surface_to_Camera);
}
vec3 Gamma = vec3 (1.0 / 2.2);
final_Color = vec4 (pow (linear_Color, // Final color (after gamma correction).
Gamma),
surface_Color.a);
}

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@@ -1,29 +0,0 @@
#version 140
uniform mat4 mvp_Transform;
uniform vec3 Scale;
in vec3 Site;
in vec3 Normal;
in vec2 Coords;
in float Shine;
out vec3 frag_Site;
out vec3 frag_Normal;
out vec2 frag_Coords;
out float frag_Shine;
void main()
{
// Pass some variables to the fragment shader.
//
frag_Site = Site;
frag_Normal = Normal;
frag_Coords = Coords;
frag_Shine = Shine;
// Apply all matrix transformations to 'Site'.
//
gl_Position = mvp_Transform * vec4 (Site * Scale, 1);
}

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@@ -1,27 +0,0 @@
uniform int texture_Count;
uniform sampler2D Textures [32];
uniform float Fade [32];
vec4
apply_Texturing (vec2 Coords)
{
vec4 Color = vec4 (0);
for (int i = 0; i < texture_Count; ++i)
{
Color.rgb += texture (Textures [i], Coords).rgb
* texture (Textures [i], Coords).a
* (1.0 - Fade [i]);
// Color.a += texture (Textures [i], Coords).a * (1.0 - Fade[1]);
Color.a = max (Color.a,
texture (Textures [i],Coords).a * (1.0 - Fade[i]));
// Color.a = max (Color.a,
// texture (Textures [i],Coords).a);
}
return Color;
}