From 805059d68087530721212a650412aefb85e98d1f Mon Sep 17 00:00:00 2001 From: Nivesh Rajbhandari Date: Thu, 9 Feb 2012 10:26:57 -0800 Subject: Removed unused materials. Signed-off-by: Nivesh Rajbhandari --- js/helper-classes/RDGE/Materials/StitchMaterial.js | 119 --------------------- 1 file changed, 119 deletions(-) delete mode 100644 js/helper-classes/RDGE/Materials/StitchMaterial.js (limited to 'js/helper-classes/RDGE/Materials/StitchMaterial.js') diff --git a/js/helper-classes/RDGE/Materials/StitchMaterial.js b/js/helper-classes/RDGE/Materials/StitchMaterial.js deleted file mode 100644 index 44ff3ee7..00000000 --- a/js/helper-classes/RDGE/Materials/StitchMaterial.js +++ /dev/null @@ -1,119 +0,0 @@ -/* - This file contains proprietary software owned by Motorola Mobility, Inc.
- No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.
- (c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved. -
*/ - - -/////////////////////////////////////////////////////////////////////// -// Class GLMaterial -// GL representation of a material. -/////////////////////////////////////////////////////////////////////// -function StitchMaterial() -{ - // initialize the inherited members - this.inheritedFrom = GLMaterial; - this.inheritedFrom(); - - /////////////////////////////////////////////////////////////////////// - // Instance variables - /////////////////////////////////////////////////////////////////////// - this._name = "StitchMaterial"; - this._shaderName = "stitch"; - - /////////////////////////////////////////////////////////////////////// - // Property Accessors - /////////////////////////////////////////////////////////////////////// - this.getShaderName = function() { return this._shaderName; } - - /////////////////////////////////////////////////////////////////////// - // Methods - /////////////////////////////////////////////////////////////////////// - this.dup = function() { return new StitchMaterial(); } - - this.init = function() - { - - // set up the material node - this._materialNode = createMaterialNode("stitchMaterial") - this._materialNode.setDiffuseTexture("stitchStroke"); - this._materialNode.setSpecTexture("quilt02_E"); - this._materialNode.setNormalTexture("stitchStroke_N"); - - // set up the shader - this._shader = new jshader(); - this._shader.def = stitchShaderDef; - this._shader.init(); - this._materialNode.setShader(this._shader); - } -} - -/////////////////////////////////////////////////////////////////////////////////////// -// RDGE shaders -/* - * The main shader for the scene - */ -var stitchShaderDef = {'shaders': { - // this shader is being referenced by file - 'defaultVShader':"assets/shaders/quilt_vshader.glsl", - 'defaultFShader':"assets/shaders/quilt_fshader.glsl", - - // this shader is inline - 'dirLightVShader': "\ - uniform mat4 u_mvMatrix;\ - uniform mat4 u_normalMatrix;\ - uniform mat4 u_projMatrix;\ - uniform mat4 u_worldMatrix;\ - attribute vec3 a_pos;\ - attribute vec3 a_nrm;\ - varying vec3 vNormal;\ - varying vec3 vPos;\ - void main() {\ - vNormal.xyz = (u_normalMatrix*vec4(a_nrm, 0.0)).xyz;\ - gl_Position = u_projMatrix * u_mvMatrix * vec4(a_pos,1.0);\ - vPos = (u_worldMatrix * vec4(a_pos,1.0)).xyz;\ - }", - 'dirLightFShader': "\ - precision highp float;\ - uniform vec4 u_light1Diff;\ - uniform vec3 u_light1Pos;\ - uniform vec4 u_light2Diff;\ - uniform vec3 u_light2Pos;\ - varying vec3 vNormal;\ - varying vec3 vPos;\ - void main() {\ - vec3 light1 = vec3(u_light1Pos.x - vPos.x, u_light1Pos.y - vPos.y, u_light1Pos.z - vPos.z);\ - vec3 light2 = vec3(u_light2Pos.x - vPos.x, u_light2Pos.y - vPos.y, u_light2Pos.z - vPos.z);\ - float t = 0.75;\ - float range = t*t;\ - float alpha1 = max(0.0, 1.0 - ( (light1.x*light1.x)/range + (light1.y*light1.y)/range + (light1.z*light1.z)/range));\ - float alpha2 = max(0.0, 1.0 - ( (light2.x*light2.x)/range + (light2.y*light2.y)/range + (light2.z*light2.z)/range));\ - gl_FragColor = vec4((u_light2Diff*alpha2 + u_light1Diff*alpha1).rgb, 1.0);\ - }", - }, - 'techniques': { - 'default':[{ - 'vshader' : 'defaultVShader', - 'fshader' : 'defaultFShader', - // attributes - 'attributes' : - { - 'vert' : { 'type' : 'vec3' }, - 'normal' : { 'type' : 'vec3' }, - 'texcoord' : { 'type' : 'vec2' }, - }, - // parameters - 'params' : - { - //'u_light0Diff' : { 'type' : 'vec4' }, - //'u_matDiffuse' : { 'type' : 'vec4' } - }, - - // render states - 'states' : - { - 'depthEnable' : true, - 'offset':[1.0, 0.1] - }, - }] - }}; -- cgit v1.2.3