From: Bernie Innocenti Date: Sat, 8 Jul 2017 16:12:22 +0000 (-0400) Subject: Delete shaders in top-level directory. X-Git-Url: https://codewiz.org/gitweb?a=commitdiff_plain;h=5b769a11c534636ff7ffcdcb1010fd0d18f85c84;p=mandelwow.git Delete shaders in top-level directory. --- diff --git a/c64-font.png b/c64-font.png deleted file mode 100644 index 4342a5d..0000000 Binary files a/c64-font.png and /dev/null differ diff --git a/mandelwow.frag b/mandelwow.frag deleted file mode 100644 index 0551a34..0000000 --- a/mandelwow.frag +++ /dev/null @@ -1,25 +0,0 @@ -#version 100 -precision highp float; -varying vec2 c; -varying vec2 z; - -void main() { - float zx = z.x; - float zy = z.y; - const int maxiter = 64; - for (int iter = maxiter; iter > 0; iter--) { - float zx2 = zx * zx; - float zy2 = zy * zy; - if (zx2 * zy2 > 4.0) { - float index = float(iter) / float(maxiter); - gl_FragColor = vec4(index, 0.1, 1.0 - index / 2.0, 0.8 - index * index); - return; - } - zy = zx * zy * 2.0 + c.y; - zx = zx2 - zy2 + c.x; - } - gl_FragColor = vec4((sin(z.y) + 1.0) / 4.0, - (sin(z.x) + 1.0) / 4.0, - (sin(c.x) + 1.0) / 4.0, - 1.0); -} diff --git a/mandelwow.vert b/mandelwow.vert deleted file mode 100644 index 0e67eda..0000000 --- a/mandelwow.vert +++ /dev/null @@ -1,15 +0,0 @@ -#version 100 -uniform mat4 perspective; -uniform mat4 view; -uniform mat4 model; -uniform vec2 z0; -attribute mediump vec3 position; -varying mediump vec2 c; -varying mediump vec2 z; - -void main() { - mat4 modelview = view * model; - gl_Position = perspective * modelview * vec4(position, 1.0); - c = vec2(position.x, position.y); - z = vec2(z0.x, z0.y); -} diff --git a/shaded.frag b/shaded.frag deleted file mode 100644 index 492644f..0000000 --- a/shaded.frag +++ /dev/null @@ -1,9 +0,0 @@ -#version 300 es -precision lowp float; - -flat in vec4 color; -out vec4 color_out; - -void main() { - color_out = color; -} diff --git a/shaded.vert b/shaded.vert deleted file mode 100644 index c7c7fa1..0000000 --- a/shaded.vert +++ /dev/null @@ -1,24 +0,0 @@ -#version 300 es -precision lowp float; - -in vec3 position; -in vec3 normal; -flat out vec4 color; // Shaded color - -uniform mat4 model; -uniform mat4 perspview; -uniform vec3 col; - -void main() { - mat4 m = perspview * model; - vec3 dark = col * 0.1; - vec3 u_light = vec3( 0.5, -0.7, -0.6); - vec3 v_normal = transpose(inverse(mat3(model))) * normal; - - float distance = model[3][2]; - float attenuation = 1. / (1. + distance * distance * 0.05); - float brightness = max(dot(normalize(v_normal), normalize(u_light)) * attenuation, 0.0); - color = vec4(mix(dark, col, brightness), 1.0); - - gl_Position = m * vec4(position, 1.0); -} diff --git a/solid.frag b/solid.frag deleted file mode 100644 index 2fed3bf..0000000 --- a/solid.frag +++ /dev/null @@ -1,8 +0,0 @@ -#version 300 es -precision lowp float; - -out vec4 color; - -void main() { - color = vec4(1.0, 1.0, 1.0, 1.0); -} diff --git a/solid.vert b/solid.vert deleted file mode 100644 index 6dd30a4..0000000 --- a/solid.vert +++ /dev/null @@ -1,12 +0,0 @@ -#version 300 es -precision lowp float; - -in vec3 position; -uniform mat4 perspective; -uniform mat4 view; -uniform mat4 model; - -void main() { - mat4 modelview = view * model; - gl_Position = perspective * modelview * vec4(position, 1.0); -}