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authorEric Anholt <[email protected]>2010-05-21 09:32:38 -0700
committerEric Anholt <[email protected]>2010-05-21 12:20:39 -0700
commit68fc4b415e322f6744299e39864fbc377c6eff74 (patch)
tree4bafffd8b0105174f3c5c0ae327a005be9145990 /progs/glsl/CH06-brick.vert
parente4f4489e3fc0b36d72821b55794fb843b2b7fa5f (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/CH06-brick.vert')
-rw-r--r--progs/glsl/CH06-brick.vert41
1 files changed, 0 insertions, 41 deletions
diff --git a/progs/glsl/CH06-brick.vert b/progs/glsl/CH06-brick.vert
deleted file mode 100644
index e95e6f42f0b..00000000000
--- a/progs/glsl/CH06-brick.vert
+++ /dev/null
@@ -1,41 +0,0 @@
-//
-// Vertex shader for procedural bricks
-//
-// Authors: Dave Baldwin, Steve Koren, Randi Rost
-// based on a shader by Darwyn Peachey
-//
-// Copyright (c) 2002-2006 3Dlabs Inc. Ltd.
-//
-// See 3Dlabs-License.txt for license information
-//
-
-uniform vec3 LightPosition;
-
-const float SpecularContribution = 0.3;
-const float DiffuseContribution = 1.0 - SpecularContribution;
-
-varying float LightIntensity;
-varying vec2 MCposition;
-
-void main()
-{
- vec3 ecPosition = vec3(gl_ModelViewMatrix * gl_Vertex);
- vec3 tnorm = normalize(gl_NormalMatrix * gl_Normal);
- vec3 lightVec = normalize(LightPosition - ecPosition);
- vec3 reflectVec = reflect(-lightVec, tnorm);
- vec3 viewVec = normalize(-ecPosition);
- float diffuse = max(dot(lightVec, tnorm), 0.0);
- float spec = 0.0;
-
- if (diffuse > 0.0)
- {
- spec = max(dot(reflectVec, viewVec), 0.0);
- spec = pow(spec, 16.0);
- }
-
- LightIntensity = DiffuseContribution * diffuse +
- SpecularContribution * spec;
-
- MCposition = gl_Vertex.xy;
- gl_Position = ftransform();
-}