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Diffstat (limited to 'src/rend2/glsl/shadowfill_fp.glsl')
-rw-r--r--src/rend2/glsl/shadowfill_fp.glsl41
1 files changed, 0 insertions, 41 deletions
diff --git a/src/rend2/glsl/shadowfill_fp.glsl b/src/rend2/glsl/shadowfill_fp.glsl
deleted file mode 100644
index 150f3d12..00000000
--- a/src/rend2/glsl/shadowfill_fp.glsl
+++ /dev/null
@@ -1,41 +0,0 @@
-uniform vec4 u_LightOrigin;
-uniform float u_LightRadius;
-
-varying vec3 var_Position;
-
-void main()
-{
-#if defined(USE_DEPTH)
- float depth = length(u_LightOrigin.xyz - var_Position) / u_LightRadius;
- #if 0
- // 32 bit precision
- const vec4 bitSh = vec4( 256 * 256 * 256, 256 * 256, 256, 1);
- const vec4 bitMsk = vec4( 0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
-
- vec4 comp;
- comp = depth * bitSh;
- comp.xyz = fract(comp.xyz);
- comp -= comp.xxyz * bitMsk;
- gl_FragColor = comp;
- #endif
-
- #if 1
- // 24 bit precision
- const vec3 bitSh = vec3( 256 * 256, 256, 1);
- const vec3 bitMsk = vec3( 0, 1.0 / 256.0, 1.0 / 256.0);
-
- vec3 comp;
- comp = depth * bitSh;
- comp.xy = fract(comp.xy);
- comp -= comp.xxy * bitMsk;
- gl_FragColor = vec4(comp, 1.0);
- #endif
-
- #if 0
- // 8 bit precision
- gl_FragColor = vec4(depth, depth, depth, 1);
- #endif
-#else
- gl_FragColor = vec4(0, 0, 0, 1);
-#endif
-}