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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/shadowtex.frag
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/shadowtex.frag')
-rw-r--r--progs/glsl/shadowtex.frag21
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);
-}