ubershaders and path stripping in metascene
[ld37_one_room] / sdr / shadow.v.glsl
diff --git a/sdr/shadow.v.glsl b/sdr/shadow.v.glsl
deleted file mode 100644 (file)
index 8f9f045..0000000
+++ /dev/null
@@ -1,27 +0,0 @@
-uniform mat4 envmap_matrix;
-
-varying vec3 vdir, ldir[3], normal;
-varying vec4 shadow_tc;
-varying vec3 wdir;
-
-void main()
-{
-       gl_Position = ftransform();
-
-       vec3 vpos = (gl_ModelViewMatrix * gl_Vertex).xyz;
-       normal = gl_NormalMatrix * gl_Normal;
-       vdir = -vpos;
-       wdir = (envmap_matrix * vec4(vdir, 1.0)).xyz;   // bring back to world space
-       ldir[0] = gl_LightSource[0].position.xyz - vpos;
-       ldir[1] = gl_LightSource[1].position.xyz - vpos;
-       ldir[2] = gl_LightSource[2].position.xyz - vpos;
-       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
-
-       mat4 offmat = mat4(0.5, 0.0, 0.0, 0.0,
-                       0.0, 0.5, 0.0, 0.0,
-                       0.0, 0.0, 0.5, 0.0,
-                       0.5, 0.5, 0.5, 1.0);
-       mat4 tex_matrix = offmat * gl_TextureMatrix[1];
-
-       shadow_tc = tex_matrix * vec4(vpos, 1.0);
-}