diff --git a/interface/resources/images/iris.png b/interface/resources/images/iris.png deleted file mode 100644 index 0e6251474e..0000000000 Binary files a/interface/resources/images/iris.png and /dev/null differ diff --git a/interface/resources/shaders/face.frag b/interface/resources/shaders/face.frag deleted file mode 100644 index dbabc1250c..0000000000 --- a/interface/resources/shaders/face.frag +++ /dev/null @@ -1,17 +0,0 @@ -#version 120 - -// -// face.frag -// fragment shader -// -// Created by Andrzej Kapolka on 7/12/13. -// Copyright (c) 2013 High Fidelity, Inc. All rights reserved. -// - -// the color texture -uniform sampler2D colorTexture; - -void main(void) { - // for now, just modulate color - gl_FragColor = gl_Color * texture2D(colorTexture, gl_TexCoord[0].st); -} diff --git a/interface/resources/shaders/face.vert b/interface/resources/shaders/face.vert deleted file mode 100644 index 018a85f524..0000000000 --- a/interface/resources/shaders/face.vert +++ /dev/null @@ -1,32 +0,0 @@ -#version 120 - -// -// face.vert -// vertex shader -// -// Created by Andrzej Kapolka on 7/12/13. -// Copyright (c) 2013 High Fidelity, Inc. All rights reserved. -// - -// the lower left texture coordinate -uniform vec2 texCoordCorner; - -// the texture coordinate vector from left to right -uniform vec2 texCoordRight; - -// the texture coordinate vector from bottom to the top -uniform vec2 texCoordUp; - -// the depth texture -uniform sampler2D depthTexture; - -void main(void) { - gl_TexCoord[0] = vec4(texCoordCorner + gl_Vertex.x * texCoordRight + gl_Vertex.y * texCoordUp, 0.0, 1.0); - float depth = texture2D(depthTexture, gl_TexCoord[0].st).r; - - // set alpha to zero for invalid depth values - const float MIN_VISIBLE_DEPTH = 1.0 / 255.0; - const float MAX_VISIBLE_DEPTH = 254.0 / 255.0; - gl_FrontColor = vec4(1.0, 1.0, 1.0, step(MIN_VISIBLE_DEPTH, depth) * (1.0 - step(MAX_VISIBLE_DEPTH, depth))); - gl_Position = gl_ModelViewProjectionMatrix * vec4(0.5 - gl_Vertex.x, gl_Vertex.y - 0.5, depth - 0.5, 1.0); -} diff --git a/interface/resources/shaders/face_textured.frag b/interface/resources/shaders/face_textured.frag deleted file mode 100644 index 2170074e25..0000000000 --- a/interface/resources/shaders/face_textured.frag +++ /dev/null @@ -1,83 +0,0 @@ -#version 120 - -// -// face_textured.frag -// fragment shader -// -// Created by Andrzej Kapolka on 8/6/13. -// Copyright (c) 2013 High Fidelity, Inc. All rights reserved. -// - -// the texture coordinate vector from left to right -uniform vec2 texCoordRight; - -// the texture coordinate vector from bottom to the top -uniform vec2 texCoordUp; - -// the permutation/normal texture -uniform sampler2D permutationNormalTexture; - -// the depth texture -uniform sampler2D depthTexture; - -// the position in model space -varying vec3 position; - -// returns the gradient at a single corner of our sampling cube -vec3 grad(vec3 location) { - float p1 = texture2D(permutationNormalTexture, vec2(location.x / 256.0, 0.25)).r; - float p2 = texture2D(permutationNormalTexture, vec2(p1 + location.y / 256.0, 0.25)).r; - return texture2D(permutationNormalTexture, vec2(p2 + location.z / 256.0, 0.75)).xyz * 2.0 - vec3(1.0, 1.0, 1.0); -} - -// returns the perlin noise value for the specified location -float perlin(vec3 location) { - vec3 floors = floor(location); - vec3 ceils = ceil(location); - vec3 fff = grad(floors); - vec3 ffc = grad(vec3(floors.x, floors.y, ceils.z)); - vec3 fcf = grad(vec3(floors.x, ceils.y, floors.z)); - vec3 fcc = grad(vec3(floors.x, ceils.y, ceils.z)); - vec3 cff = grad(vec3(ceils.x, floors.y, floors.z)); - vec3 cfc = grad(vec3(ceils.x, floors.y, ceils.z)); - vec3 ccf = grad(vec3(ceils.x, ceils.y, floors.z)); - vec3 ccc = grad(ceils); - vec3 ffracts = fract(location); - vec3 cfracts = ffracts - vec3(1.0, 1.0, 1.0); - vec3 params = ffracts*ffracts*(3.0 - 2.0*ffracts); - - float fffv = dot(fff, ffracts); - float ffcv = dot(ffc, vec3(ffracts.x, ffracts.y, cfracts.z)); - float fcfv = dot(fcf, vec3(ffracts.x, cfracts.y, ffracts.z)); - float fccv = dot(fcc, vec3(ffracts.x, cfracts.y, cfracts.z)); - float cffv = dot(cff, vec3(cfracts.x, ffracts.y, ffracts.z)); - float cfcv = dot(cfc, vec3(cfracts.x, ffracts.y, cfracts.z)); - float ccfv = dot(ccf, vec3(cfracts.x, cfracts.y, ffracts.z)); - float cccv = dot(ccc, cfracts); - - return mix( - mix(mix(fffv, cffv, params.x), mix(fcfv, ccfv, params.x), params.y), - mix(mix(ffcv, cfcv, params.x), mix(fccv, cccv, params.x), params.y), - params.z); -} - -void main(void) { - // compute normal from adjacent depth values - float left = texture2D(depthTexture, gl_TexCoord[0].st - texCoordRight * 0.01).r; - float right = texture2D(depthTexture, gl_TexCoord[0].st + texCoordRight * 0.01).r; - float bottom = texture2D(depthTexture, gl_TexCoord[0].st - texCoordUp * 0.01).r; - float top = texture2D(depthTexture, gl_TexCoord[0].st + texCoordUp * 0.01).r; - vec3 normal = normalize(gl_NormalMatrix * vec3(left - right, top - bottom, -0.05)); - - // compute the specular component (sans exponent) based on the normal OpenGL lighting model - float specular = max(0.0, dot(normalize(gl_LightSource[0].position.xyz + vec3(0.0, 0.0, 1.0)), normal)); - - // the base color is a subtle marble texture produced by modulating the phase of a sine wave by perlin noise - vec3 color = mix(vec3(1.0, 1.0, 1.0), vec3(0.75, 0.75, 0.75), - sin(dot(position, vec3(25.0, 25.0, 25.0)) + 2.0 * perlin(position * 10.0))); - - // standard lighting - gl_FragColor = vec4(color * ( gl_LightModel.ambient.rgb + /* gl_LightSource[0].ambient.rgb + */ - gl_LightSource[0].diffuse.rgb * max(0.0, dot(normal, gl_LightSource[0].position.xyz))) + - pow(specular, gl_FrontMaterial.shininess) * gl_FrontLightProduct[0].specular.rgb, gl_Color.a); -} diff --git a/interface/resources/shaders/face_textured.vert b/interface/resources/shaders/face_textured.vert deleted file mode 100644 index 28bda9a84d..0000000000 --- a/interface/resources/shaders/face_textured.vert +++ /dev/null @@ -1,38 +0,0 @@ -#version 120 - -// -// face_textured.vert -// vertex shader -// -// Created by Andrzej Kapolka on 8/6/13. -// Copyright (c) 2013 High Fidelity, Inc. All rights reserved. -// - -// the lower left texture coordinate -uniform vec2 texCoordCorner; - -// the texture coordinate vector from left to right -uniform vec2 texCoordRight; - -// the texture coordinate vector from bottom to the top -uniform vec2 texCoordUp; - -// the depth texture -uniform sampler2D depthTexture; - -// the position in model space -varying vec3 position; - -void main(void) { - gl_TexCoord[0] = vec4(texCoordCorner + gl_Vertex.x * texCoordRight + gl_Vertex.y * texCoordUp, 0.0, 1.0); - float depth = texture2D(depthTexture, gl_TexCoord[0].st).r; - - // store the model space vertex - position = gl_Vertex.xyz; - - // set alpha to zero for invalid depth values - const float MIN_VISIBLE_DEPTH = 1.0 / 255.0; - const float MAX_VISIBLE_DEPTH = 254.0 / 255.0; - gl_FrontColor = vec4(1.0, 1.0, 1.0, step(MIN_VISIBLE_DEPTH, depth) * (1.0 - step(MAX_VISIBLE_DEPTH, depth))); - gl_Position = gl_ModelViewProjectionMatrix * vec4(0.5 - gl_Vertex.x, gl_Vertex.y - 0.5, depth - 0.5, 1.0); -} diff --git a/interface/resources/shaders/iris.frag b/interface/resources/shaders/iris.frag deleted file mode 100644 index a5931c3cbe..0000000000 --- a/interface/resources/shaders/iris.frag +++ /dev/null @@ -1,24 +0,0 @@ -#version 120 - -// -// iris.frag -// fragment shader -// -// Created by Andrzej Kapolka on 6/13/13. -// Copyright (c) 2013 High Fidelity, Inc. All rights reserved. -// - -// the iris texture -uniform sampler2D texture; - -// the interpolated normal -varying vec4 normal; - -void main(void) { - // compute the specular component (sans exponent) based on the normal OpenGL lighting model - float specular = max(0.0, dot(normalize(gl_LightSource[0].position + vec4(0.0, 0.0, 1.0, 0.0)), normalize(normal))); - - // modulate texture by diffuse color and add specular contribution - gl_FragColor = gl_Color * texture2D(texture, gl_TexCoord[0].st) + - pow(specular, gl_FrontMaterial.shininess) * gl_FrontLightProduct[0].specular; -} diff --git a/interface/resources/shaders/iris.vert b/interface/resources/shaders/iris.vert deleted file mode 100644 index 66906a93c3..0000000000 --- a/interface/resources/shaders/iris.vert +++ /dev/null @@ -1,36 +0,0 @@ -#version 120 - -// -// iris.vert -// vertex shader -// -// Created by Andrzej Kapolka on 6/13/13. -// Copyright (c) 2013 High Fidelity, Inc. All rights reserved. -// - -// the location of the eye in model space -uniform vec3 eyePosition; - -// the interpolated normal -varying vec4 normal; - -// the ratio of the indices of refraction -const float refractionEta = 0.75; - -void main(void) { - - // transform and store the normal for interpolation - normal = normalize(gl_ModelViewMatrix * vec4(gl_Normal, 0.0)); - - // compute standard diffuse lighting per-vertex - gl_FrontColor = vec4(gl_Color.rgb * (gl_LightModel.ambient.rgb + gl_LightSource[0].ambient.rgb + - gl_LightSource[0].diffuse.rgb * max(0.0, dot(normal, gl_LightSource[0].position))), gl_Color.a); - - // compute the texture coordinate based on where refracted vector hits z=0 in model space - vec4 incidence = normalize(gl_Vertex - vec4(eyePosition, 1.0)); - vec4 refracted = refract(incidence, normalize(vec4(gl_Normal, 0.0)), refractionEta); - gl_TexCoord[0] = (gl_Vertex - (gl_Vertex.z / refracted.z) * refracted) + vec4(0.5, 0.5, 0.0, 0.0); - - // use standard pipeline transform - gl_Position = ftransform(); -}