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authorTomasz Kramkowski <tk@the-tk.com>2018-10-19 23:22:07 +0300
committerTomasz Kramkowski <tk@the-tk.com>2018-10-19 23:30:23 +0300
commit7c1edef3ac501d40e3de495b9434df71f535e9bc (patch)
treefd7f4264bdf5c30f7182a147ed9e6c7935c69bf2 /frag.glsl
parent91b543a29cb8852251908a49cd120a6f7d9f2f11 (diff)
downloadfaqe-7c1edef3ac501d40e3de495b9434df71f535e9bc.tar.gz
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Allow multiple shaders while reducing duplication
This change also stops using bie as eventually it will be replaced with a more sophisticated asset handling system which will also allow custom shaders.
Diffstat (limited to 'frag.glsl')
-rw-r--r--frag.glsl32
1 files changed, 0 insertions, 32 deletions
diff --git a/frag.glsl b/frag.glsl
deleted file mode 100644
index 2f0a367..0000000
--- a/frag.glsl
+++ /dev/null
@@ -1,32 +0,0 @@
-/*
- * Copyright (C) 2018 Tomasz Kramkowski <tk@the-tk.com>
- * SPDX-License-Identifier: MIT
- */
-#version 330 core
-out vec4 color;
-in vec3 fnorm;
-in vec3 fpos;
-in vec2 fuv;
-in vec3 lipos;
-
-uniform sampler2D tex;
-
-void main()
-{
- vec3 objco = vec3(texture(tex, fuv));
- vec3 lico = vec3(1.0, 1.0, 1.0);
-
- float amb = 0.1;
-
- vec3 norm = normalize(fnorm);
- vec3 lidir = normalize(lipos - fpos);
- float dif = max(dot(norm, lidir), 0.0);
-
- float speen = max(sign(dot(lidir, norm)), 0.0);
- vec3 vwdir = normalize(-fpos);
- vec3 mid = normalize(lidir + vwdir);
-
- float spe = pow(max(dot(norm, mid), 0.0), 256) * speen;
-
- color = vec4((amb + dif + spe) * lico * objco, 1.0);
-}