diff options
author | Eric Anholt <[email protected]> | 2010-05-21 09:32:38 -0700 |
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committer | Eric Anholt <[email protected]> | 2010-05-21 12:20:39 -0700 |
commit | 68fc4b415e322f6744299e39864fbc377c6eff74 (patch) | |
tree | 4bafffd8b0105174f3c5c0ae327a005be9145990 /progs/glsl/CH11-toyball.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-toyball.frag')
-rw-r--r-- | progs/glsl/CH11-toyball.frag | 75 |
1 files changed, 0 insertions, 75 deletions
diff --git a/progs/glsl/CH11-toyball.frag b/progs/glsl/CH11-toyball.frag deleted file mode 100644 index 90ec1c27fc1..00000000000 --- a/progs/glsl/CH11-toyball.frag +++ /dev/null @@ -1,75 +0,0 @@ -// -// Fragment shader for procedurally generated toy ball -// -// Author: Bill Licea-Kane -// -// Copyright (c) 2002-2003 ATI Research -// -// See ATI-License.txt for license information -// - -varying vec4 ECposition; // surface position in eye coordinates -varying vec4 ECballCenter; // ball center in eye coordinates - -uniform vec4 LightDir; // light direction, should be normalized -uniform vec4 HVector; // reflection vector for infinite light source -uniform vec4 SpecularColor; -uniform vec4 Red, Yellow, Blue; - -uniform vec4 HalfSpace0; // half-spaces used to define star pattern -uniform vec4 HalfSpace1; -uniform vec4 HalfSpace2; -uniform vec4 HalfSpace3; -uniform vec4 HalfSpace4; - -uniform float InOrOutInit; // = -3 -uniform float StripeWidth; // = 0.3 -uniform float FWidth; // = 0.005 - -void main() -{ - vec4 normal; // Analytically computed normal - vec4 p; // Point in shader space - vec4 surfColor; // Computed color of the surface - float intensity; // Computed light intensity - vec4 distance; // Computed distance values - float inorout; // Counter for computing star pattern - - p.xyz = normalize(ECposition.xyz - ECballCenter.xyz); // Calculate p - p.w = 1.0; - - inorout = InOrOutInit; // initialize inorout to -3 - - distance[0] = dot(p, HalfSpace0); - distance[1] = dot(p, HalfSpace1); - distance[2] = dot(p, HalfSpace2); - distance[3] = dot(p, HalfSpace3); - - distance = smoothstep(-FWidth, FWidth, distance); - inorout += dot(distance, vec4(1.0)); - - distance.x = dot(p, HalfSpace4); - distance.y = StripeWidth - abs(p.z); - distance = smoothstep(-FWidth, FWidth, distance); - inorout += distance.x; - - inorout = clamp(inorout, 0.0, 1.0); - - surfColor = mix(Yellow, Red, inorout); - surfColor = mix(surfColor, Blue, distance.y); - - // normal = point on surface for sphere at (0,0,0) - normal = p; - - // Per fragment diffuse lighting - intensity = 0.2; // ambient - intensity += 0.8 * clamp(dot(LightDir, normal), 0.0, 1.0); - surfColor *= intensity; - - // Per fragment specular lighting - intensity = clamp(dot(HVector, normal), 0.0, 1.0); - intensity = pow(intensity, SpecularColor.a); - surfColor += SpecularColor * intensity; - - gl_FragColor = surfColor; -} |