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authorsanine <sanine.not@pm.me>2022-04-16 11:55:54 -0500
committersanine <sanine.not@pm.me>2022-04-16 11:55:54 -0500
commit8fb7916a0d0cb007a4c3a4e6a31af58765268ca3 (patch)
tree52b5524a94a5b04e17a1fd7f8aca988ab6d0c75f /src/mesh/assimp-master/test/models/glTF2/BoxTextured-glTF-techniqueWebGL/BoxTextured1.frag
parentdb81b925d776103326128bf629cbdda576a223e7 (diff)
delete src/mesh/assimp-master
Diffstat (limited to 'src/mesh/assimp-master/test/models/glTF2/BoxTextured-glTF-techniqueWebGL/BoxTextured1.frag')
-rw-r--r--src/mesh/assimp-master/test/models/glTF2/BoxTextured-glTF-techniqueWebGL/BoxTextured1.frag29
1 files changed, 0 insertions, 29 deletions
diff --git a/src/mesh/assimp-master/test/models/glTF2/BoxTextured-glTF-techniqueWebGL/BoxTextured1.frag b/src/mesh/assimp-master/test/models/glTF2/BoxTextured-glTF-techniqueWebGL/BoxTextured1.frag
deleted file mode 100644
index 3850980..0000000
--- a/src/mesh/assimp-master/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);
-}