opengl.shaders: Rid 'lit_colored_skinned.frag' shader.

This commit is contained in:
Rod Kay
2024-02-23 23:01:16 +11:00
parent 68c1ff4764
commit 6e2edae1fb
2 changed files with 1 additions and 51 deletions

View File

@@ -1,50 +0,0 @@
// Include 'version.header'.
// Include 'lighting-frag.snippet'
in vec3 frag_Site;
in vec3 frag_Normal;
in vec4 frag_Color;
uniform mat4 model_Transform;
uniform mat3 inverse_model_Rotation;
uniform vec3 camera_Site;
out vec4 final_Color;
void
main()
{
vec3 surface_Site = vec3 ( model_Transform
* vec4 (frag_Site, 1));
vec4 surface_Color = frag_Color;
vec3 Surface_to_Camera = normalize (camera_Site - surface_Site);
vec3 Normal = normalize ( frag_Normal
* inverse_model_Rotation);
// Combine color from all the lights.
//
vec3 linear_Color = vec3 (0);
for (int i = 0; i < light_Count; ++i)
{
linear_Color += apply_Light (Lights [i],
surface_Color.rgb,
Normal,
surface_Site,
Surface_to_Camera);
}
vec3 Gamma = vec3 (1.0 / 2.2);
final_Color = vec4 (pow (linear_Color, // Final color (after gamma correction).
Gamma),
surface_Color.a);
final_Color = min (final_Color, // Prevent light saturation.
surface_Color);
}

View File

@@ -112,7 +112,7 @@ is
vertex_Shader .define (Shader.Vertex, "assets/opengl/shader/lit_colored_skinned.vert"); vertex_Shader .define (Shader.Vertex, "assets/opengl/shader/lit_colored_skinned.vert");
fragment_Shader.define (Shader.Fragment, (asset_Names' (1 => to_Asset ("assets/opengl/shader/version.header"), fragment_Shader.define (Shader.Fragment, (asset_Names' (1 => to_Asset ("assets/opengl/shader/version.header"),
2 => to_Asset ("assets/opengl/shader/lighting-frag.snippet"), 2 => to_Asset ("assets/opengl/shader/lighting-frag.snippet"),
3 => to_Asset ("assets/opengl/shader/lit_colored_skinned.frag")))); 3 => to_Asset ("assets/opengl/shader/lit_colored.frag"))));
the_Program.define ( vertex_Shader'Access, the_Program.define ( vertex_Shader'Access,
fragment_Shader'Access); fragment_Shader'Access);
the_Program.enable; the_Program.enable;