Render: get rid of duplicate phong shaders

These are already stored in extras like all the other default effects

Change-Id: Ie31130adc1ecb36ef90fee40923eba774fe5b88b
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
This commit is contained in:
Paul Lemire 2016-07-12 08:50:14 +02:00 committed by Sean Harmer
parent 8c54e49e6a
commit 6f7c31fb4f
7 changed files with 0 additions and 95 deletions

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@ -132,11 +132,6 @@
#include <QThread>
#include <QWindow>
static void initResources()
{
Q_INIT_RESOURCE(render);
}
QT_BEGIN_NAMESPACE
using namespace Qt3DCore;
@ -158,8 +153,6 @@ QRenderAspectPrivate::QRenderAspectPrivate(QRenderAspect::RenderType type)
, m_initialized(false)
, m_renderType(type)
{
initResources();
// Load the scene parsers
loadSceneParsers();
}

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@ -20,8 +20,6 @@ include (raycasting/raycasting.pri)
include (services/services.pri)
include (texture/texture.pri)
RESOURCES += $$PWD/render.qrc
# Qt3D is free of Q_FOREACH - make sure it stays that way:
DEFINES += QT_NO_FOREACH

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@ -1,8 +0,0 @@
<RCC>
<qresource prefix="/">
<file>shaders/gl3/phong.vert</file>
<file>shaders/gl3/phong.frag</file>
<file>shaders/es2/phong.vert</file>
<file>shaders/es2/phong.frag</file>
</qresource>
</RCC>

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@ -1,20 +0,0 @@
#define FP highp
uniform FP vec3 ka; // Ambient reflectivity
uniform FP vec3 kd; // Diffuse reflectivity
uniform FP vec3 ks; // Specular reflectivity
uniform FP float shininess; // Specular shininess factor
uniform FP vec3 eyePosition;
varying FP vec3 worldPosition;
varying FP vec3 worldNormal;
#pragma include light.inc.frag
void main()
{
FP vec3 diffuseColor, specularColor;
adsModel(worldPosition, worldNormal, eyePosition, shininess, diffuseColor, specularColor);
gl_FragColor = vec4( ka + kd * diffuseColor + ks * specularColor, 1.0 );
}

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@ -1,17 +0,0 @@
attribute vec3 vertexPosition;
attribute vec3 vertexNormal;
varying vec3 worldPosition;
varying vec3 worldNormal;
uniform mat4 modelMatrix;
uniform mat3 modelNormalMatrix;
uniform mat4 modelViewProjection;
void main()
{
worldNormal = normalize( modelNormalMatrix * vertexNormal );
worldPosition = vec3( modelMatrix * vec4( vertexPosition, 1.0 ) );
gl_Position = modelViewProjection * vec4( vertexPosition, 1.0 );
}

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@ -1,22 +0,0 @@
#version 150 core
uniform vec3 ka; // Ambient reflectivity
uniform vec3 kd; // Diffuse reflectivity
uniform vec3 ks; // Specular reflectivity
uniform float shininess; // Specular shininess factor
uniform vec3 eyePosition;
in vec3 worldPosition;
in vec3 worldNormal;
out vec4 fragColor;
#pragma include light.inc.frag
void main()
{
vec3 diffuseColor, specularColor;
adsModel(worldPosition, worldNormal, eyePosition, shininess, diffuseColor, specularColor);
fragColor = vec4( ka + kd * diffuseColor + ks * specularColor, 1.0 );
}

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@ -1,19 +0,0 @@
#version 150 core
in vec3 vertexPosition;
in vec3 vertexNormal;
out vec3 worldPosition;
out vec3 worldNormal;
uniform mat4 modelMatrix;
uniform mat3 modelNormalMatrix;
uniform mat4 modelViewProjection;
void main()
{
worldNormal = normalize( modelNormalMatrix * vertexNormal );
worldPosition = vec3( modelMatrix * vec4( vertexPosition, 1.0 ) );
gl_Position = modelViewProjection * vec4( vertexPosition, 1.0 );
}