Removed unused shaders files.

This commit is contained in:
Jonathas Costa
2018-02-05 15:13:52 -05:00
parent 9667b6eac5
commit c320abb1bd
3 changed files with 0 additions and 210 deletions
@@ -1,64 +0,0 @@
/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2018 *
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
* software and associated documentation files (the "Software"), to deal in the Software *
* without restriction, including without limitation the rights to use, copy, modify, *
* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
* permit persons to whom the Software is furnished to do so, subject to the following *
* conditions: *
* *
* The above copyright notice and this permission notice shall be included in all copies *
* or substantial portions of the Software. *
* *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
****************************************************************************************/
#include "fragment.glsl"
//in vec4 gs_colorMap;
in float gs_screenSpaceDepth;
in vec2 texCoord;
//uniform bool hasColorMap;
uniform float alphaValue;
uniform vec3 color;
uniform sampler2D spriteTexture;
Fragment getFragment() {
vec4 textureColor = texture(spriteTexture, texCoord);
vec4 fullColor = vec4(0.0);
//if (hasColorMap) {
// fullColor = vec4(gs_colorMap.rgb * textureColor.rgb, textureColor.a);
// }
//else {
fullColor = vec4(color.rgb * textureColor.rgb, textureColor.a);
// }
//fullColor.a *= alphaValue;
//if (fullColor.a == 0) {
// discard;
//}
//fullColor = vec4(textureColor.rgb, 1.0);
fullColor = vec4(1.0);
Fragment frag;
frag.color = fullColor;
frag.depth = gs_screenSpaceDepth;
frag.gPosition = vec4(1e27, 1e27, 1e27, 1.0);
frag.gNormal = vec4(0.0, 0.0, 0.0, 1.0);
return frag;
}
@@ -1,97 +0,0 @@
/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2018 *
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
* software and associated documentation files (the "Software"), to deal in the Software *
* without restriction, including without limitation the rights to use, copy, modify, *
* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
* permit persons to whom the Software is furnished to do so, subject to the following *
* conditions: *
* *
* The above copyright notice and this permission notice shall be included in all copies *
* or substantial portions of the Software. *
* *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
****************************************************************************************/
#version __CONTEXT__
#include "PowerScaling/powerScalingMath.hglsl"
layout(points) in;
layout(triangle_strip, max_vertices = 4) out;
//layout(points, max_vertices = 1) out;
in vec4 orig_position[];
//in vec4 colorMap[];
in float vs_screenSpaceDepth[];
out vec2 texCoord;
out float billboardSize;
out float gs_screenSpaceDepth;
//out vec4 gs_colorMap;
uniform mat4 projection;
uniform float scaleFactor;
uniform float minBillboardSize;
uniform vec2 screenSize;
const vec2 corners[4] = vec2[4](
vec2(0.0, 1.0),
vec2(0.0, 0.0),
vec2(1.0, 1.0),
vec2(1.0, 0.0)
);
void main() {
gs_screenSpaceDepth = vs_screenSpaceDepth[0];
//gs_colorMap = colorMap[0];
// if ((orig_position[0].x == 0.0) &&
// (orig_position[0].y == 0.0) &&
// (orig_position[0].z == 0.0))
// {
// return;
// }
//float modifiedSpriteSize = exp((-30.623 - 0.5) * 1.0) * scaleFactor * 2000;
float modifiedSpriteSize =
exp((-30.623 - (-5.0)) * 0.462) * 1.0 * 2000;
vec4 projPos[4];
for (int i = 0; i < 4; ++i) {
vec4 p1 = gl_in[0].gl_Position;
p1.xy += vec2(modifiedSpriteSize * (corners[i] - vec2(0.5)));
projPos[i] = projection * p1;
}
// Calculate the positions of the lower left and upper right corners of the
// billboard in screen-space
vec2 ll = (((projPos[1].xy / projPos[1].w) + 1.0) / 2.0) * screenSize;
vec2 ur = (((projPos[2].xy / projPos[2].w) + 1.0) / 2.0) * screenSize;
// The billboard is smaller than one pixel, we can discard it
float sizeInPixels = length(ll - ur);
//if (sizeInPixels < minBillboardSize) {
// return;
//}
for (int i = 0; i < 4; i++) {
gl_Position = projPos[i];
texCoord = corners[i];
billboardSize = sizeInPixels;
EmitVertex();
}
EndPrimitive();
}
@@ -1,49 +0,0 @@
/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2018 *
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
* software and associated documentation files (the "Software"), to deal in the Software *
* without restriction, including without limitation the rights to use, copy, modify, *
* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
* permit persons to whom the Software is furnished to do so, subject to the following *
* conditions: *
* *
* The above copyright notice and this permission notice shall be included in all copies *
* or substantial portions of the Software. *
* *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
****************************************************************************************/
#version __CONTEXT__
#include "PowerScaling/powerScaling_vs.hglsl"
in dvec4 in_position;
//in dvec4 in_colormap;
uniform dmat4 modelViewTransform;
uniform mat4 projection;
out float vs_screenSpaceDepth;
out vec4 orig_position;
//out vec4 colorMap;
void main() {
orig_position = vec4(in_position);
//colorMap = vec4(in_colormap);
vec4 positionViewSpace = vec4(modelViewTransform * in_position);
vec4 positionScreenSpace = vec4(z_normalization(projection * positionViewSpace));
//vec4 positionScreenSpace = vec4(projection * positionViewSpace);
vs_screenSpaceDepth = positionScreenSpace.w;
gl_Position = positionViewSpace;
}