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-rw-r--r--client/shaders/test_shader_2/base.txt1
-rw-r--r--client/shaders/test_shader_2/opengl_fragment.glsl23
-rw-r--r--client/shaders/test_shader_2/opengl_vertex.glsl51
3 files changed, 0 insertions, 75 deletions
diff --git a/client/shaders/test_shader_2/base.txt b/client/shaders/test_shader_2/base.txt
deleted file mode 100644
index 1c2647118..000000000
--- a/client/shaders/test_shader_2/base.txt
+++ /dev/null
@@ -1 +0,0 @@
-trans_alphach
diff --git a/client/shaders/test_shader_2/opengl_fragment.glsl b/client/shaders/test_shader_2/opengl_fragment.glsl
deleted file mode 100644
index 38bc94311..000000000
--- a/client/shaders/test_shader_2/opengl_fragment.glsl
+++ /dev/null
@@ -1,23 +0,0 @@
-
-uniform sampler2D myTexture;
-uniform float fogDistance;
-
-varying vec3 vPosition;
-
-void main (void)
-{
- vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
- col *= gl_Color;
- float a = gl_Color.a;
- col = col * col; // SRGB -> Linear
- col *= 1.8;
- col.r = 1.0 - exp(1.0 - col.r) / exp(1.0);
- col.g = 1.0 - exp(1.0 - col.g) / exp(1.0);
- col.b = 1.0 - exp(1.0 - col.b) / exp(1.0);
- col = sqrt(col); // Linear -> SRGB
- if(fogDistance != 0.0){
- float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
- a = mix(a, 0.0, d);
- }
- gl_FragColor = vec4(col.r, col.g, col.b, a);
-}
diff --git a/client/shaders/test_shader_2/opengl_vertex.glsl b/client/shaders/test_shader_2/opengl_vertex.glsl
deleted file mode 100644
index 2881bad21..000000000
--- a/client/shaders/test_shader_2/opengl_vertex.glsl
+++ /dev/null
@@ -1,51 +0,0 @@
-
-uniform mat4 mWorldViewProj;
-uniform mat4 mInvWorld;
-uniform mat4 mTransWorld;
-uniform float dayNightRatio;
-
-varying vec3 vPosition;
-
-void main(void)
-{
- gl_Position = mWorldViewProj * gl_Vertex;
-
- vPosition = (mWorldViewProj * gl_Vertex).xyz;
-
- vec4 color;
- //color = vec4(1.0, 1.0, 1.0, 1.0);
-
- float day = gl_Color.r;
- float night = gl_Color.g;
- float light_source = gl_Color.b;
-
- /*color.r = mix(night, day, dayNightRatio);
- color.g = color.r;
- color.b = color.r;*/
-
- float rg = mix(night, day, dayNightRatio);
- rg += light_source * 1.0; // Make light sources brighter
- float b = rg;
-
- // Moonlight is blue
- b += (day - night) / 13.0;
- rg -= (day - night) / 13.0;
-
- // Emphase blue a bit in darker places
- // See C++ implementation in mapblock_mesh.cpp finalColorBlend()
- b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025);
-
- // Artificial light is yellow-ish
- // See C++ implementation in mapblock_mesh.cpp finalColorBlend()
- rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);
-
- color.r = rg;
- color.g = rg;
- color.b = b;
-
- color.a = gl_Color.a;
-
- gl_FrontColor = gl_BackColor = color;
-
- gl_TexCoord[0] = gl_MultiTexCoord0;
-}