fuckin hell
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / route.fs
diff --git a/shaders/route.fs b/shaders/route.fs
deleted file mode 100644 (file)
index 2e7db2e..0000000
+++ /dev/null
@@ -1,59 +0,0 @@
-uniform sampler2D uTexGarbage;
-uniform sampler2D uTexGradients;
-uniform vec3 uCamera;
-uniform vec4 uColour;
-uniform vec3 uBoard0;
-uniform vec3 uBoard1;
-
-in vec4 aColour;
-in vec2 aUv;
-in vec3 aNorm;
-in vec3 aCo;
-in vec3 aWorldCo;
-
-#include "common_world.glsl"
-#include "motion_vectors_fs.glsl"
-
-void main()
-{
-   compute_motion_vectors();
-
-   vec3 vfrag = vec3(0.5,0.5,0.5);
-
-   // ws modulation
-   vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.015 );
-
-   // Creating normal patches
-   vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;
-   vec3 qnorm = normalize(floor(aNorm*4.0+modnorm)*0.25) + vec3(0.001,0.0,0.0);
-
-   vec3 tangent0 = normalize(cross(qnorm,vec3(0.0,1.0,0.0)));
-   vec3 tangent1 = cross(qnorm,tangent0);
-   vec2 uvdiffuse = vec2( dot(tangent0,aCo), dot(tangent1,aCo) ) * 0.035;
-   
-   // Patch local noise
-   vec4 rgarbage = texture( uTexGarbage, uvdiffuse );
-
-   vfrag = pow(uColour.rgb,vec3(1.0/2.2));
-   vfrag -= rgarbage.a*0.1;
-
-   if( wgarbage.g < 0.3 )
-      discard;
-
-   if( g_light_preview == 1 )
-   {
-      vfrag = vec3(0.5);
-   }
-
-   // Lighting
-   vec3 halfview = uCamera - aWorldCo;
-   float fdist = length( halfview );
-   halfview /= fdist;
-
-   vfrag = do_light_diffuse( vfrag, qnorm );
-   vfrag = do_light_spec( vfrag, qnorm, halfview, 0.1 );
-   vfrag = do_light_shadowing( vfrag );
-   vfrag = apply_fog( vfrag, fdist );
-
-   oColour = vec4(vfrag, 1.0 );
-}