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-rw-r--r--dev/a5-artrender/shaders/artsy.frag24
-rw-r--r--dev/a5-artrender/shaders/artsy.vert21
-rw-r--r--dev/a5-artrender/shaders/gouraud.frag18
-rw-r--r--dev/a5-artrender/shaders/gouraud.vert58
-rw-r--r--dev/a5-artrender/shaders/outline.frag11
-rw-r--r--dev/a5-artrender/shaders/outline.vert22
-rw-r--r--dev/a5-artrender/shaders/phong.frag17
-rw-r--r--dev/a5-artrender/shaders/phong.vert22
8 files changed, 0 insertions, 193 deletions
diff --git a/dev/a5-artrender/shaders/artsy.frag b/dev/a5-artrender/shaders/artsy.frag
deleted file mode 100644
index a148eaa..0000000
--- a/dev/a5-artrender/shaders/artsy.frag
+++ /dev/null
@@ -1,24 +0,0 @@
-#version 330
-
-// CSci-4611 Assignment 5: Art Render
-
-// TODO: You need to calculate per-fragment shading here using a toon shading model
-
-in vec3 position_in_eye_space;
-in vec3 normal_in_eye_space;
-
-out vec4 color;
-
-uniform vec3 light_in_eye_space;
-uniform vec4 Ia, Id, Is;
-
-uniform vec4 ka, kd, ks;
-uniform float s;
-
-uniform sampler2D diffuse_ramp;
-uniform sampler2D specular_ramp;
-
-
-void main() {
- color = vec4(0,0,0,1);
-}
diff --git a/dev/a5-artrender/shaders/artsy.vert b/dev/a5-artrender/shaders/artsy.vert
deleted file mode 100644
index a3a43d0..0000000
--- a/dev/a5-artrender/shaders/artsy.vert
+++ /dev/null
@@ -1,21 +0,0 @@
-#version 330
-
-// CSci-4611 Assignment 5: Art Render
-
-// You should not need to modify this vertex shader
-
-uniform mat4 model_view_matrix;
-uniform mat4 normal_matrix;
-uniform mat4 proj_matrix;
-
-layout(location = 0) in vec3 vertex;
-layout(location = 1) in vec3 normal;
-
-out vec3 position_in_eye_space;
-out vec3 normal_in_eye_space;
-
-void main() {
- position_in_eye_space = (model_view_matrix * vec4(vertex,1)).xyz;
- normal_in_eye_space = normalize((normal_matrix * vec4(normal,0)).xyz);
- gl_Position = proj_matrix * model_view_matrix * vec4(vertex,1);
-}
diff --git a/dev/a5-artrender/shaders/gouraud.frag b/dev/a5-artrender/shaders/gouraud.frag
deleted file mode 100644
index 73d43c7..0000000
--- a/dev/a5-artrender/shaders/gouraud.frag
+++ /dev/null
@@ -1,18 +0,0 @@
-#version 330
-
-// This color comes in from the output of the vertex shader stage. The current
-// fragment will lie somewhere within a triangle. So, the vec4 that is passed
-// in here is actually an interpolated version of the colors output by the 3
-// vertex shader programs run for the 3 vertices of the triangle.
-in vec4 color;
-
-
-// All fragment shaders are required to output a vec4 color.
-out vec4 final_color;
-
-
-void main() {
- // For a Gouraud shader, there is nothing more to compute at this stage. We
- // just output the input color.
- final_color = vec4(0,0,0,1);
-}
diff --git a/dev/a5-artrender/shaders/gouraud.vert b/dev/a5-artrender/shaders/gouraud.vert
deleted file mode 100644
index fa763cb..0000000
--- a/dev/a5-artrender/shaders/gouraud.vert
+++ /dev/null
@@ -1,58 +0,0 @@
-#version 330
-
-// Gouraud Shader Example
-
-// INPUTS:
-
-// uniform = variables passed in from the C++ code
-// model and camera matrices:
-uniform mat4 model_view_matrix;
-uniform mat4 normal_matrix;
-uniform mat4 proj_matrix;
-
-// properties of the light:
-uniform vec3 light_in_eye_space;
-uniform vec4 Ia, Id, Is;
-
-// properties of the material we are lighting:
-uniform vec4 ka, kd, ks;
-uniform float s;
-
-
-// these variables come from the mesh data stored in buffers in gfx card memory
-layout(location = 0) in vec3 vertex;
-layout(location = 1) in vec3 normal;
-
-
-// OUTPUT TO SEND TO THE RASTERIZER FOR THIS VERTEX:
-
-// for Gouraud shading, the key output of the vertex shader is the color
-// calculated based on lighting this vertex
-out vec4 color;
-
-
-void main() {
-
- // transform the vertex position into "eye space"
- vec3 v;
-
- // unit vector from the vertex to the light
- vec3 l;
-
- // unit vector from the vertex to the eye point, which is at 0,0,0 in "eye space"
- vec3 e;
-
- // normal transformed into "eye space"
- vec3 n;
-
- // halfway vector
- vec3 h;
-
-
- // calculating lighting output the color for this vertex
- // ...
-
-
- // do the standard projection of the incoming vertex
- gl_Position = proj_matrix * model_view_matrix * vec4(vertex,1);
-}
diff --git a/dev/a5-artrender/shaders/outline.frag b/dev/a5-artrender/shaders/outline.frag
deleted file mode 100644
index 05dfed8..0000000
--- a/dev/a5-artrender/shaders/outline.frag
+++ /dev/null
@@ -1,11 +0,0 @@
-#version 330
-
-// CSci-4611 Assignment 5: Art Render
-
-// You should not need to modify this fragment shader
-
-out vec4 color;
-
-void main() {
- color = vec4(0,0,0,1);
-}
diff --git a/dev/a5-artrender/shaders/outline.vert b/dev/a5-artrender/shaders/outline.vert
deleted file mode 100644
index 302cfeb..0000000
--- a/dev/a5-artrender/shaders/outline.vert
+++ /dev/null
@@ -1,22 +0,0 @@
-#version 330
-
-// CSci-4611 Assignment 5: Art Render
-
-// TODO: You need to modify this vertex shader to move the edge vertex along
-// the normal away from the mesh surface IF you determine that the vertex
-// belongs to a silhouette edge.
-
-
-uniform mat4 model_view_matrix;
-uniform mat4 normal_matrix;
-uniform mat4 proj_matrix;
-uniform float thickness;
-
-layout(location = 0) in vec3 vertex;
-layout(location = 1) in vec3 normal;
-layout(location = 2) in vec3 left_normal;
-layout(location = 3) in vec3 right_normal;
-
-void main() {
- gl_Position = proj_matrix * model_view_matrix * vec4(vertex,1);
-}
diff --git a/dev/a5-artrender/shaders/phong.frag b/dev/a5-artrender/shaders/phong.frag
deleted file mode 100644
index 2f7c013..0000000
--- a/dev/a5-artrender/shaders/phong.frag
+++ /dev/null
@@ -1,17 +0,0 @@
-#version 330
-
-in vec3 position_in_eye_space;
-in vec3 normal_in_eye_space;
-
-out vec4 color;
-
-uniform vec3 light_in_eye_space;
-uniform vec4 Ia, Id, Is;
-
-uniform vec4 ka, kd, ks;
-uniform float s;
-
-
-void main() {
- color = vec4(0,0,0,1);
-}
diff --git a/dev/a5-artrender/shaders/phong.vert b/dev/a5-artrender/shaders/phong.vert
deleted file mode 100644
index 310a5e7..0000000
--- a/dev/a5-artrender/shaders/phong.vert
+++ /dev/null
@@ -1,22 +0,0 @@
-#version 330
-
-// CSci-4611 Assignment 5: Art Render
-
-// You should not need to modify this vertex shader
-
-
-uniform mat4 model_view_matrix;
-uniform mat4 normal_matrix;
-uniform mat4 proj_matrix;
-
-layout(location = 0) in vec3 vertex;
-layout(location = 1) in vec3 normal;
-
-out vec3 position_in_eye_space;
-out vec3 normal_in_eye_space;
-
-void main() {
- position_in_eye_space = (model_view_matrix * vec4(vertex,1)).xyz;
- normal_in_eye_space = normalize((normal_matrix * vec4(normal,0)).xyz);
- gl_Position = proj_matrix * model_view_matrix * vec4(vertex,1);
-}