]> code.bitgloo.com Git - clyne/gamedev.git/commitdiff
BURNED FRIGFRAG
authordrumsetmonkey <abelleisle@roadrunner.com>
Fri, 25 Nov 2016 23:50:27 +0000 (18:50 -0500)
committerdrumsetmonkey <abelleisle@roadrunner.com>
Fri, 25 Nov 2016 23:50:27 +0000 (18:50 -0500)
frig.frag [deleted file]

diff --git a/frig.frag b/frig.frag
deleted file mode 100644 (file)
index b291ddf..0000000
--- a/frig.frag
+++ /dev/null
@@ -1,34 +0,0 @@
-#version 120
-uniform sampler2D sampler;
-
-uniform int numLight;
-uniform vec2 lightLocation[64];
-uniform float fireFlicker[64];
-uniform vec3 lightColor;
-uniform float amb;
-
-float b = .0005f;
-float minLight = .05f;
-float radius = sqrt(1.0f / (b * minLight));
-//float radius = b*minlight;
-
-float rand(vec2 co){
-    return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
-}
-
-void main(){
-       vec4 color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
-       for(int i = 0; i < numLight; i++){
-               vec2 loc = lightLocation[i];
-               float dist = length(loc - gl_FragCoord.xy);
-               //float attenuation=1.0/(1.0+0.01*dist+0.00000000001*dist*dist);
-               float attenuation = clamp(1.0f - dist*dist/(radius*radius), 0.0f, 1.0f); attenuation *= attenuation;
-
-               color += vec4(attenuation, attenuation, attenuation, 1.0f) * vec4(lightColor, 1.0f) * fireFlicker[i];
-       }
-       vec2 coords = gl_TexCoord[0].st;
-       vec4 tex = texture2D(sampler, coords);
-
-       color += vec4(amb,amb,amb,1.0f+amb);
-       gl_FragColor = tex * vec4(color)*tex.a;
-}