reworked lighting uniforms
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / planeinf.h
index 0cc17cd2ec95e1e59464994855efeb6414264b79..d2a227a15d5f9801137ac19b511d721530e5167a 100644 (file)
@@ -37,28 +37,6 @@ static struct vg_shader _shader_planeinf = {
 {
 .orig_file = "../shaders/planeinf.fs",
 .static_src = 
-"vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue, \n"
-"      vec4 beneath, vec4 above )\n"
-"{\n"
-"   vec3 colour_shore = vec3( 0.21, 0.6, 0.8 );\n"
-"   vec3 colour_ocean = vec3( 0.01, 0.1, 0.2 );\n"
-"   vec3 surface_tint = mix(colour_shore, colour_ocean, depthvalue);\n"
-"\n"
-"   float ffresnel = pow(1.0-dot( vnorm, halfview ),5.0);\n"
-"\n"
-"   vec3 lightdir = vec3(0.95,0.0,-0.3);\n"
-"   vec3 specdir = reflect( -lightdir, vnorm );\n"
-"   float spec = pow(max(dot(halfview,specdir),0.0),20.0)*0.3;\n"
-"   \n"
-"   // Depth \n"
-"   float depthblend = pow( beneath.a,0.8 );\n"
-"\n"
-"   // Composite\n"
-"   vec3 vsurface = mix(surface_tint, above.rgb, ffresnel );\n"
-"   //vsurface += spec;\n"
-"\n"
-"   return vec4( vsurface,depthblend );\n"
-"}\n"
 "\n"
 "#line      2        0 \n"
 "\n"