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pbr material dev...

leonsal hace 8 años
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commit
9de1b24c35
Se han modificado 1 ficheros con 0 adiciones y 48 borrados
  1. 0 48
      renderer/shaders/sources.go

+ 0 - 48
renderer/shaders/sources.go

@@ -404,7 +404,6 @@ const standard_vertex_source = `//
 uniform mat4 ModelViewMatrix;
 uniform mat3 NormalMatrix;
 uniform mat4 MVP;
-<<<<<<< HEAD
 
 #include <lights>
 #include <material>
@@ -464,39 +463,9 @@ out vec4 Position;
 out vec3 Normal;
 out vec3 CamDir;
 out vec2 FragTexcoord;
-=======
-
-#include <lights>
-#include <material>
-#include <phong_model>
-
-
-// Outputs for the fragment shader.
-out vec3 ColorFrontAmbdiff;
-out vec3 ColorFrontSpec;
-out vec3 ColorBackAmbdiff;
-out vec3 ColorBackSpec;
-out vec2 FragTexcoord;
 
 void main() {
 
-    // Transform this vertex normal to camera coordinates.
-    vec3 normal = normalize(NormalMatrix * VertexNormal);
-
-    // Calculate this vertex position in camera coordinates
-    vec4 position = ModelViewMatrix * vec4(VertexPosition, 1.0);
-
-    // Calculate the direction vector from the vertex to the camera
-    // The camera is at 0,0,0
-    vec3 camDir = normalize(-position.xyz);
->>>>>>> master
-
-    // Calculates the vertex Ambient+Diffuse and Specular colors using the Phong model
-    // for the front and back
-    phongModel(position,  normal, camDir, MatAmbientColor, MatDiffuseColor, ColorFrontAmbdiff, ColorFrontSpec);
-    phongModel(position, -normal, camDir, MatAmbientColor, MatDiffuseColor, ColorBackAmbdiff, ColorBackSpec);
-
-<<<<<<< HEAD
     // Transform this vertex position to camera coordinates.
     Position = ModelViewMatrix * vec4(VertexPosition, 1.0);
 
@@ -516,17 +485,6 @@ void main() {
 //#endif
     FragTexcoord = texcoord;
 
-=======
-    vec2 texcoord = VertexTexcoord;
-#if MAT_TEXTURES > 0
-    // Flips texture coordinate Y if requested.
-    if (MatTexFlipY(0)) {
-        texcoord.y = 1 - texcoord.y;
-    }
-#endif
-    FragTexcoord = texcoord;
-
->>>>>>> master
     gl_Position = MVP * vec4(VertexPosition, 1.0);
 }
 
@@ -811,7 +769,6 @@ void main() {
 
     Color = VertexColor;
     gl_Position = MVP * vec4(VertexPosition, 1.0);
-<<<<<<< HEAD
 }
 
 
@@ -852,8 +809,6 @@ void main() {
 
     // Final fragment color
     FragColor = uBaseColor;
-=======
->>>>>>> master
 }
 
 
@@ -877,10 +832,7 @@ var shaderMap = map[string]string{
 	"panel_vertex":      panel_vertex_source,
 	"standard_fragment": standard_fragment_source,
 	"standard_vertex":   standard_vertex_source,
-<<<<<<< HEAD
 	"physical_vertex":   physical_vertex_source,
-=======
->>>>>>> master
 	"point_fragment":    point_fragment_source,
 	"basic_fragment":    basic_fragment_source,
 	"phong_vertex":      phong_vertex_source,