Remove demos that have moved to git+ssh://git.freedesktop.org/git/mesa/demos.
[mesa.git] / progs / glsl / CH11-toyball.frag
diff --git a/progs/glsl/CH11-toyball.frag b/progs/glsl/CH11-toyball.frag
deleted file mode 100644 (file)
index 90ec1c2..0000000
+++ /dev/null
@@ -1,75 +0,0 @@
-//
-// Fragment shader for procedurally generated toy ball
-//
-// Author: Bill Licea-Kane
-//
-// Copyright (c) 2002-2003 ATI Research 
-//
-// See ATI-License.txt for license information
-//
-
-varying vec4 ECposition;   // surface position in eye coordinates
-varying vec4 ECballCenter; // ball center in eye coordinates
-
-uniform vec4  LightDir;     // light direction, should be normalized
-uniform vec4  HVector;      // reflection vector for infinite light source
-uniform vec4  SpecularColor;
-uniform vec4  Red, Yellow, Blue;
-
-uniform vec4  HalfSpace0;   // half-spaces used to define star pattern
-uniform vec4  HalfSpace1;
-uniform vec4  HalfSpace2;
-uniform vec4  HalfSpace3;
-uniform vec4  HalfSpace4;
-
-uniform float InOrOutInit;  // = -3
-uniform float StripeWidth;  // = 0.3
-uniform float FWidth;       // = 0.005
-
-void main()
-{
-    vec4  normal;              // Analytically computed normal
-    vec4  p;                   // Point in shader space
-    vec4  surfColor;           // Computed color of the surface
-    float intensity;           // Computed light intensity
-    vec4  distance;            // Computed distance values
-    float inorout;             // Counter for computing star pattern
-
-    p.xyz = normalize(ECposition.xyz - ECballCenter.xyz);    // Calculate p
-    p.w   = 1.0;
-
-    inorout = InOrOutInit;     // initialize inorout to -3
-
-    distance[0] = dot(p, HalfSpace0);
-    distance[1] = dot(p, HalfSpace1);
-    distance[2] = dot(p, HalfSpace2);
-    distance[3] = dot(p, HalfSpace3);
-
-    distance = smoothstep(-FWidth, FWidth, distance);
-    inorout += dot(distance, vec4(1.0));
-
-    distance.x = dot(p, HalfSpace4);
-    distance.y = StripeWidth - abs(p.z);
-    distance = smoothstep(-FWidth, FWidth, distance);
-    inorout += distance.x;
-
-    inorout = clamp(inorout, 0.0, 1.0);
-
-    surfColor = mix(Yellow, Red, inorout);
-    surfColor = mix(surfColor, Blue, distance.y);
-
-    // normal = point on surface for sphere at (0,0,0)
-    normal = p;
-
-    // Per fragment diffuse lighting
-    intensity  = 0.2; // ambient
-    intensity += 0.8 * clamp(dot(LightDir, normal), 0.0, 1.0);
-    surfColor *= intensity;
-
-    // Per fragment specular lighting
-    intensity  = clamp(dot(HVector, normal), 0.0, 1.0);
-    intensity  = pow(intensity, SpecularColor.a);
-    surfColor += SpecularColor * intensity;
-
-    gl_FragColor = surfColor;
-}