removed some dead code

This commit is contained in:
ZappoMan 2013-09-26 16:38:29 -07:00
parent 5695429a78
commit 864c00c6e0
2 changed files with 0 additions and 128 deletions

View file

@ -1,46 +0,0 @@
#version 420
layout(triangles) in;
layout (triangle_strip, max_vertices=6) out;
layout (std140) uniform Matrices {
mat4 projModelViewMatrix;
mat3 normalMatrix;
};
in VertexData {
vec2 texCoord;
vec3 normal;
} VertexIn[];
out VertexData {
vec2 texCoord;
vec3 normal;
} VertexOut;
void main()
{
for(int i = 0; i < gl_in.length(); i++)
{
// copy attributes
gl_Position = projModelViewMatrix * gl_in[i].gl_Position;
VertexOut.normal = normalize(normalMatrix * VertexIn[i].normal);
VertexOut.texCoord = VertexIn[i].texCoord;
// done with the vertex
EmitVertex();
}
EndPrimitive();
for(int i = 0; i < gl_in.length(); i++)
{
// copy attributes and displace copy
gl_Position = projModelViewMatrix * (gl_in[i].gl_Position + vec4(20.0, 0.0, 0.0, 0.0));
VertexOut.normal = normalize(normalMatrix * VertexIn[i].normal);
VertexOut.texCoord = VertexIn[i].texCoord;
// done with the vertex
EmitVertex();
}
EndPrimitive();
}

View file

@ -1,82 +0,0 @@
#version 120
#extension GL_ARB_geometry_shader4 : enable
// use GL_POINTS
// have point be the corner of voxel
// have a second dataset (? similar to how voxel avatars pass in bones??)
// which is the voxel size?
//
// In vertex shader DON'T transform.. therefor passing the world coordinate xyz to geometric shader
// In geometric shader calculate xyz for triangles the same way we currently do triangles outside of OpenGL
// do transform on these triangles
// gl_Position = gl_ModelViewProjectionMatrix * cube_coord;
//
// output GL_TRIANGLE_STRIP
//
// NOTE: updateNodeInArrays() does the covert from voxel corner to 12 triangles or 36 points or 36*3 floats
// but since it operates on the array of floats, it is kinda weird and hard to follow. The %3 is for the
// xyz.. and identityVertices[j] term in the math is actually a string of floats but they should be thought
// of as triplets of x,y,z
//
// do we need to add the light to these colors??
//
//GEOMETRY SHADER
///////////////////////
void main()
{
//increment variable
int i;
vec4 vertex;
vec4 color,red,green,blue;
green = vec4(0,1.0,0,1.0);
red = vec4(1.0,0,0,1.0);
blue = vec4(0,0,1.0,1.0);
/////////////////////////////////////////////////////////////
//This example has two parts
// step a) draw the primitive pushed down the pipeline
// there are gl_VerticesIn # of vertices
// put the vertex value into gl_Position
// use EmitVertex => 'create' a new vertex
// use EndPrimitive to signal that you are done creating a primitive!
// step b) create a new piece of geometry
// I just do the same loop, but I negate the vertex.z
// result => the primitive is now mirrored.
//Pass-thru!
for(i = 0; i < gl_VerticesIn; i++) {
color = gl_FrontColorIn[i];
gl_FrontColor = color; //
gl_Position = gl_ModelViewProjectionMatrix * gl_PositionIn[i];
EmitVertex();
}
EndPrimitive();
for(i = 0; i < gl_VerticesIn; i++) {
gl_FrontColor = red; //
vertex = gl_PositionIn[i];
vertex.y += 0.05f;
gl_Position = gl_ModelViewProjectionMatrix * vertex;
EmitVertex();
}
EndPrimitive();
for(i = 0; i < gl_VerticesIn; i++) {
gl_FrontColor = green; //
vertex = gl_PositionIn[i];
vertex.x += 0.05f;
gl_Position = gl_ModelViewProjectionMatrix * vertex;
EmitVertex();
}
EndPrimitive();
for(i = 0; i < gl_VerticesIn; i++) {
gl_FrontColor = blue; //
vertex = gl_PositionIn[i];
vertex.z += 0.05f;
gl_Position = gl_ModelViewProjectionMatrix * vertex;
EmitVertex();
}
EndPrimitive();
}