diff options
author | Eric Anholt <[email protected]> | 2010-05-21 09:32:38 -0700 |
---|---|---|
committer | Eric Anholt <[email protected]> | 2010-05-21 12:20:39 -0700 |
commit | 68fc4b415e322f6744299e39864fbc377c6eff74 (patch) | |
tree | 4bafffd8b0105174f3c5c0ae327a005be9145990 /progs/glsl/shadowtex.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/shadowtex.frag')
-rw-r--r-- | progs/glsl/shadowtex.frag | 21 |
1 files changed, 0 insertions, 21 deletions
diff --git a/progs/glsl/shadowtex.frag b/progs/glsl/shadowtex.frag deleted file mode 100644 index a6a80da47f2..00000000000 --- a/progs/glsl/shadowtex.frag +++ /dev/null @@ -1,21 +0,0 @@ -// Fragment shader for 2D texture with shadow attenuation -// Brian Paul - - -uniform sampler2D tex2d; -uniform vec3 lightPos; - -void main() -{ - // XXX should compute this from lightPos - vec2 shadowCenter = vec2(-0.25, -0.25); - - // d = distance from center - float d = distance(gl_TexCoord[0].xy, shadowCenter); - - // attenuate and clamp - d = clamp(d * d * d, 0.0, 2.0); - - // modulate texture by d for shadow effect - gl_FragColor = d * texture2D(tex2d, gl_TexCoord[0].xy, 0.0); -} |