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-rw-r--r--examples/oculus_glfw_sample/standard_shader.h174
1 files changed, 0 insertions, 174 deletions
diff --git a/examples/oculus_glfw_sample/standard_shader.h b/examples/oculus_glfw_sample/standard_shader.h
deleted file mode 100644
index a4bc9694..00000000
--- a/examples/oculus_glfw_sample/standard_shader.h
+++ /dev/null
@@ -1,174 +0,0 @@
-
-// Vertex shader definition to embed, no external file required
-static const char vStandardShaderStr[] =
-#if defined(GRAPHICS_API_OPENGL_21)
-"#version 120 \n"
-#elif defined(GRAPHICS_API_OPENGL_ES2)
-"#version 100 \n"
-#endif
-#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
-"attribute vec3 vertexPosition; \n"
-"attribute vec3 vertexNormal; \n"
-"attribute vec2 vertexTexCoord; \n"
-"attribute vec4 vertexColor; \n"
-"varying vec3 fragPosition; \n"
-"varying vec3 fragNormal; \n"
-"varying vec2 fragTexCoord; \n"
-"varying vec4 fragColor; \n"
-#elif defined(GRAPHICS_API_OPENGL_33)
-"#version 330 \n"
-"in vec3 vertexPosition; \n"
-"in vec3 vertexNormal; \n"
-"in vec2 vertexTexCoord; \n"
-"in vec4 vertexColor; \n"
-"out vec3 fragPosition; \n"
-"out vec3 fragNormal; \n"
-"out vec2 fragTexCoord; \n"
-"out vec4 fragColor; \n"
-#endif
-"uniform mat4 mvpMatrix; \n"
-"void main() \n"
-"{ \n"
-" fragPosition = vertexPosition; \n"
-" fragNormal = vertexNormal; \n"
-" fragTexCoord = vertexTexCoord; \n"
-" fragColor = vertexColor; \n"
-" gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); \n"
-"} \n";
-
-// Fragment shader definition to embed, no external file required
-static const char fStandardShaderStr[] =
-#if defined(GRAPHICS_API_OPENGL_21)
-"#version 120 \n"
-#elif defined(GRAPHICS_API_OPENGL_ES2)
-"#version 100 \n"
-"precision mediump float; \n" // precision required for OpenGL ES2 (WebGL)
-#endif
-#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
-"varying vec3 fragPosition; \n"
-"varying vec3 fragNormal; \n"
-"varying vec2 fragTexCoord; \n"
-"varying vec4 fragColor; \n"
-#elif defined(GRAPHICS_API_OPENGL_33)
-"#version 330 \n"
-"in vec3 fragPosition; \n"
-"in vec3 fragNormal; \n"
-"in vec2 fragTexCoord; \n"
-"in vec4 fragColor; \n"
-"out vec4 finalColor; \n"
-#endif
-"uniform sampler2D texture0; \n"
-"uniform sampler2D texture1; \n"
-"uniform sampler2D texture2; \n"
-"uniform vec4 colAmbient; \n"
-"uniform vec4 colDiffuse; \n"
-"uniform vec4 colSpecular; \n"
-"uniform float glossiness; \n"
-"uniform int useNormal; \n"
-"uniform int useSpecular; \n"
-"uniform mat4 modelMatrix; \n"
-"uniform vec3 viewDir; \n"
-"struct Light { \n"
-" int enabled; \n"
-" int type; \n"
-" vec3 position; \n"
-" vec3 direction; \n"
-" vec4 diffuse; \n"
-" float intensity; \n"
-" float radius; \n"
-" float coneAngle; }; \n"
-"const int maxLights = 8; \n"
-"uniform int lightsCount; \n"
-"uniform Light lights[maxLights]; \n"
-"\n"
-"vec3 CalcPointLight(Light l, vec3 n, vec3 v, float s) \n"
-"{\n"
-" vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));\n"
-" vec3 surfaceToLight = l.position - surfacePos;\n"
-" float brightness = clamp(float(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n))), 0.0, 1.0);\n"
-" float diff = 1.0/dot(surfaceToLight/l.radius, surfaceToLight/l.radius)*brightness*l.intensity;\n"
-" float spec = 0.0;\n"
-" if (diff > 0.0)\n"
-" {\n"
-" vec3 h = normalize(-l.direction + v);\n"
-" spec = pow(dot(n, h), 3.0 + glossiness)*s;\n"
-" }\n"
-" return (diff*l.diffuse.rgb + spec*colSpecular.rgb);\n"
-"}\n"
-"\n"
-"vec3 CalcDirectionalLight(Light l, vec3 n, vec3 v, float s)\n"
-"{\n"
-" vec3 lightDir = normalize(-l.direction);\n"
-" float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;\n"
-" float spec = 0.0;\n"
-" if (diff > 0.0)\n"
-" {\n"
-" vec3 h = normalize(lightDir + v);\n"
-" spec = pow(dot(n, h), 3.0 + glossiness)*s;\n"
-" }\n"
-" return (diff*l.intensity*l.diffuse.rgb + spec*colSpecular.rgb);\n"
-"}\n"
-"\n"
-"vec3 CalcSpotLight(Light l, vec3 n, vec3 v, float s)\n"
-"{\n"
-" vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1.0));\n"
-" vec3 lightToSurface = normalize(surfacePos - l.position);\n"
-" vec3 lightDir = normalize(-l.direction);\n"
-" float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;\n"
-" float attenuation = clamp(float(dot(n, lightToSurface)), 0.0, 1.0);\n"
-" attenuation = dot(lightToSurface, -lightDir);\n"
-" float lightToSurfaceAngle = degrees(acos(attenuation));\n"
-" if (lightToSurfaceAngle > l.coneAngle) attenuation = 0.0;\n"
-" float falloff = (l.coneAngle - lightToSurfaceAngle)/l.coneAngle;\n"
-" float diffAttenuation = diff*attenuation;\n"
-" float spec = 0.0;\n"
-" if (diffAttenuation > 0.0)\n"
-" {\n"
-" vec3 h = normalize(lightDir + v);\n"
-" spec = pow(dot(n, h), 3.0 + glossiness)*s;\n"
-" }\n"
-" return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb));\n"
-"}\n"
-"\n"
-"void main()\n"
-"{\n"
-" mat3 normalMatrix = mat3(modelMatrix);\n"
-" vec3 normal = normalize(normalMatrix*fragNormal);\n"
-" vec3 n = normalize(normal);\n"
-" vec3 v = normalize(viewDir);\n"
-#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
-" vec4 texelColor = texture2D(texture0, fragTexCoord);\n"
-#elif defined(GRAPHICS_API_OPENGL_33)
-" vec4 texelColor = texture(texture0, fragTexCoord);\n"
-#endif
-" vec3 lighting = colAmbient.rgb;\n"
-" if (useNormal == 1)\n"
-" {\n"
-#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
-" n *= texture2D(texture1, fragTexCoord).rgb;\n"
-#elif defined(GRAPHICS_API_OPENGL_33)
-" n *= texture(texture1, fragTexCoord).rgb;\n"
-#endif
-" n = normalize(n);\n"
-" }\n"
-" float spec = 1.0;\n"
-#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
-" if (useSpecular == 1) spec *= normalize(texture2D(texture2, fragTexCoord).r);\n"
-#elif defined(GRAPHICS_API_OPENGL_33)
-" if (useSpecular == 1) spec *= normalize(texture(texture2, fragTexCoord).r);\n"
-#endif
-" for (int i = 0; i < lightsCount; i++)\n"
-" {\n"
-" if (lights[i].enabled == 1)\n"
-" {\n"
-" if(lights[i].type == 0) lighting += CalcPointLight(lights[i], n, v, spec);\n"
-" else if(lights[i].type == 1) lighting += CalcDirectionalLight(lights[i], n, v, spec);\n"
-" else if(lights[i].type == 2) lighting += CalcSpotLight(lights[i], n, v, spec);\n"
-" }\n"
-" }\n"
-#if defined(GRAPHICS_API_OPENGL_33)
-" finalColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a); \n"
-#elif defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
-" gl_FragColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a); \n"
-#endif
-"}\n";