fuckin hell
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / sway.glsl
diff --git a/shaders/sway.glsl b/shaders/sway.glsl
deleted file mode 100644 (file)
index 6cd92d0..0000000
+++ /dev/null
@@ -1,112 +0,0 @@
-
-       "uniform mat4 uPv;"
-   "uniform mat4x3 uMdl;"
-   "uniform float uTime;"
-   "uniform float uSwayAmt;"
-   ""
-   "out vec4 aColour;"
-   "out vec2 aUv;"
-   "out vec3 aNorm;"
-   "out vec3 aCo;"
-   ""
-   "vec3 compute_sway( vec3 pos )"
-   "{"
-      "vec4 sines = vec4( sin(uTime + pos.x)*1.0," 
-                         "sin(uTime*1.2 + pos.z*2.0)*1.1,"
-                         "sin(uTime*2.33)*0.5,"
-                         "sin(uTime*0.6 + pos.x*0.3)*1.3 );"
-
-      "vec3 offset = vec3( sines.x+sines.y*sines.w, 0.0, sines.x+sines.z );"
-      "return pos + offset*a_colour.r*uSwayAmt;"
-   "}"
-       ""
-       "void main()"
-       "{"
-      "vec3 swaypos = compute_sway( a_co );"
-               "gl_Position = uPv * vec4(uMdl * vec4(swaypos,1.0), 1.0 );"
-      "aColour = a_colour;"
-      "aUv = a_uv;"
-      "aNorm = normalize(mat3(uMdl) * a_norm);"
-      "aCo = a_co;"
-       "}",
-   /* Fragment */
-       "out vec4 FragColor;"
-       ""
-   "uniform int uMode;"
-   "uniform sampler2D uTexMain;"
-   "uniform sampler2D uTexGradients;"
-   ""
-   /*Include*/ SHADER_VALUE_NOISE_3D
-   ""
-   "in vec4 aColour;"
-   "in vec2 aUv;"
-   "in vec3 aNorm;"
-   "in vec3 aCo;"
-   ""
-       "void main()"
-       "{"
-      "vec4 colour = vec4(1.0,0.0,0.5,1.0);"
-      "vec4 diffuse = texture( uTexMain, aUv );"
-
-      "if( uMode == 1 )"
-      "{"
-         "colour = vec4(aNorm * 0.5 + 0.5, 1.0);"
-      "}"
-      "if( uMode == 2 )"
-      "{"
-         "colour = aColour;"
-      "}"
-      "if( uMode == 3 )"
-      "{"
-         "float light = dot(aNorm, vec3(0.2,0.8,0.1));"
-         "vec3 grid3 = fract(aCo);"
-         
-         "colour = vec4(vec3(light)*(1.0-grid3*0.3),1.0);"
-      "}"
-      "if( uMode == 4 )"
-      "{"
-         "colour = vec4( aUv, 0.0, 1.0 );"
-      "}"
-      "if( uMode == 5 )"
-      "{"
-         "if( diffuse.a < 0.45 ) discard;"
-         "colour = diffuse;"
-      "}"
-      "if( uMode == 6 )"
-      "{"
-         "float r1 = fractalNoise(aCo);"
-         "colour = vec4( vec3(r1), 1.0 );"
-      "}"
-      "if( uMode == 7 )"
-      "{"
-         "if( diffuse.a < 0.2 ) discard;"
-         "float lighting = 1.0 - aColour.g*0.8;"
-   
-         "float light1 = max(0.0,dot(-vec3(0.5,-0.8,0.25), aNorm));"
-         "float light2 = max(0.0,dot(-vec3(-0.8,0.5,-0.25), aNorm));"
-         "vec3 lt = vec3(0.2,0.2,0.2 ) + " 
-                   "vec3(1.0,1.0,0.9)*light1 + "
-                   "vec3(0.1,0.3,0.4 )*light2;"
-
-
-         "colour = vec4(vec3(pow(lighting,1.6)*(diffuse.r*0.7+0.5)),1.0);"
-         "colour = vec4(colour.rgb*lt,1.0);"
-
-         "vec2 gradUV = vec2(lighting*1.9,aColour.b*0.8);"
-         "vec4 gradient_sample = texture( uTexGradients, gradUV );"
-         "colour = colour*gradient_sample;"
-      "}"
-      "if( uMode == 8 )"
-      "{"
-         "if( diffuse.a < 0.45 ) discard;"
-         "float light = 1.0 - aColour.g;"
-         "light = pow(light,1.6)*(diffuse.r*0.7+0.5);"
-         "float r1 = fractalNoise(aCo*0.01);"
-         
-         "vec2 gradUV = vec2(light*1.9,r1+aColour.b);"
-         "vec4 gradient_sample = texture( uTexGradients, gradUV );"
-         "colour = gradient_sample*light;"
-      "}"
-
-               "FragColor = colour;"
-       "}"