diff options
author | sanine <sanine.not@pm.me> | 2023-02-12 23:53:22 -0600 |
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committer | sanine <sanine.not@pm.me> | 2023-02-12 23:53:22 -0600 |
commit | f1fe73d1909a2448a004a88362a1a532d0d4f7c3 (patch) | |
tree | ab37ae3837e2f858de2932bcee9f26e69fab3db1 /libs/assimp/test/models/glTF2/BoxTextured-glTF-techniqueWebGL/BoxTextured1.frag | |
parent | f567ea1e2798fd3156a416e61f083ea3e6b95719 (diff) |
switch to tinyobj and nanovg from assimp and cairo
Diffstat (limited to 'libs/assimp/test/models/glTF2/BoxTextured-glTF-techniqueWebGL/BoxTextured1.frag')
-rw-r--r-- | libs/assimp/test/models/glTF2/BoxTextured-glTF-techniqueWebGL/BoxTextured1.frag | 29 |
1 files changed, 0 insertions, 29 deletions
diff --git a/libs/assimp/test/models/glTF2/BoxTextured-glTF-techniqueWebGL/BoxTextured1.frag b/libs/assimp/test/models/glTF2/BoxTextured-glTF-techniqueWebGL/BoxTextured1.frag deleted file mode 100644 index 3850980..0000000 --- a/libs/assimp/test/models/glTF2/BoxTextured-glTF-techniqueWebGL/BoxTextured1.frag +++ /dev/null @@ -1,29 +0,0 @@ -precision highp float; -uniform sampler2D u_diffuse; -uniform vec4 u_specular; -uniform float u_shininess; -uniform float u_transparency; -varying vec3 v_position; -varying vec3 v_normal; -varying vec2 v_texcoord0; -void main(void) { - vec3 normal = normalize(v_normal); - vec4 diffuse = texture2D(u_diffuse, v_texcoord0); - vec3 diffuseLight = vec3(0.0, 0.0, 0.0); - vec3 specular = u_specular.rgb; - vec3 specularLight = vec3(0.0, 0.0, 0.0); - vec3 ambient = diffuse.rgb; - vec3 viewDir = -normalize(v_position); - vec3 ambientLight = vec3(0.0, 0.0, 0.0); - ambientLight += vec3(0.2, 0.2, 0.2); - vec3 l = vec3(0.0, 0.0, 1.0); - diffuseLight += vec3(1.0, 1.0, 1.0) * max(dot(normal, l), 0.); - vec3 reflectDir = reflect(-l, normal); - float specularIntensity = max(0., pow(max(dot(reflectDir, viewDir), 0.), u_shininess)); - specularLight += vec3(1.0, 1.0, 1.0) * specularIntensity; - vec3 color = vec3(0.0, 0.0, 0.0); - color += diffuse.rgb * diffuseLight; - color += specular * specularLight; - color += ambient * ambientLight; - gl_FragColor = vec4(color * diffuse.a * u_transparency, diffuse.a * u_transparency); -} |