reprap: Deleted example board
[simavr] / examples / board_reprap / gfx / scene.fs
diff --git a/examples/board_reprap/gfx/scene.fs b/examples/board_reprap/gfx/scene.fs
deleted file mode 100644 (file)
index 5ff1baa..0000000
+++ /dev/null
@@ -1,82 +0,0 @@
-uniform sampler2DShadow shadowMap ;
-
-// This define the value to move one pixel left or right
-uniform vec2 pixelOffset = vec2(1.0 / 1024.0, 1.0 / 1024.0);
-uniform sampler2D tex0;
-varying vec2 texCoord;
-
-varying vec4 ShadowCoord;
-
-
-float lookup( vec2 offSet)
-{
-       // Values are multiplied by ShadowCoord.w because shadow2DProj does a W division for us.
-       return shadow2DProj(shadowMap, 
-                               ShadowCoord + vec4(
-                                               offSet.x * pixelOffset.x * ShadowCoord.w, 
-                                               offSet.y * pixelOffset.y * ShadowCoord.w, 
-                                               0.05, 0.0) ).w;
-}
-
-void main()
-{      
-       // Used to lower moirĂ© pattern and self-shadowing
-       //shadowCoordinateWdivide.z += ;
-       
-       float shadow = 0.0;
-       
-       // Avoid counter shadow
-       if (ShadowCoord.w > 1.0) {
-               // Simple lookup, no PCF
-               //shadow = lookup(vec2(0.0,0.0));
-
-               // 8x8 kernel PCF
-               /*
-               float x,y;
-               for (y = -3.5 ; y <=3.5 ; y+=1.0)
-                       for (x = -3.5 ; x <=3.5 ; x+=1.0)
-                               shadow += lookup(vec2(x,y));
-               shadow /= 64.0 ;
-               */
-
-               // 8x8 PCF wide kernel (step is 10 instead of 1)
-               /*
-               float x,y;
-               for (y = -30.5 ; y <=30.5 ; y+=10.0)
-                       for (x = -30.5 ; x <=30.5 ; x+=10.0)
-                               shadow += lookup(vec2(x,y));
-               shadow /= 64.0 ;
-               */
-
-               // 4x4 kernel PCF
-               /*
-               float x,y;
-               for (y = -1.5 ; y <=1.5 ; y+=1.0)
-                       for (x = -1.5 ; x <=1.5 ; x+=1.0)
-                               shadow += lookup(vec2(x,y));
-               shadow /= 16.0 ;
-               */
-               // 4x4  PCF wide kernel (step is 10 instead of 1)
-               
-               float x,y;
-               for (y = -10.5 ; y <=10.5 ; y+=10.0)
-                       for (x = -10.5 ; x <=10.5 ; x+=10.0)
-                               shadow += lookup(vec2(x,y));
-               shadow /= 16.0 ;
-               
-               
-               // 4x4  PCF dithered
-               /*
-               // use modulo to vary the sample pattern
-               vec2 o = mod(floor(gl_FragCoord.xy), 2.0);
-       
-               shadow += lookup(vec2(-1.5, 1.5) + o);
-               shadow += lookup(vec2( 0.5, 1.5) + o);
-               shadow += lookup(vec2(-1.5, -0.5) + o);
-               shadow += lookup(vec2( 0.5, -0.5) + o);
-               shadow *= 0.25 ;
-               */
-       }
-       vec4 c = (shadow + 0.0) * gl_Color;
-       gl_FragColor = mix(texture2D(tex0, texCoord), vec4(0.0,0.0,0.0,0.9), 0.8-shadow);
-}