diff options
[WGL/P] Removed old black hole logic, started rework on movement, proper forward, backward, up, down movement and horizontal mouse movement
1 files changed, 1 insertions, 29 deletions
| -rw-r--r-- | Year 2/Computer Graphics with WebGL/Project/shaders.js | 30 |
diff --git a/Year 2/Computer Graphics with WebGL/Project/shaders.js b/Year 2/Computer Graphics with WebGL/Project/shaders.js index 33fc743..3821899 100644 --- a/Year 2/Computer Graphics with WebGL/Project/shaders.js +++ b/Year 2/Computer Graphics with WebGL/Project/shaders.js @@ -16,16 +16,6 @@ varying vec3 vColor;
varying vec3 vXYZ;
-
- // Black Hole variables
- attribute float aBH;
- varying float vBH;
- attribute vec3 aBHXYZ;
- varying vec3 vBHXYZ;
- attribute float aSR;
- varying float vSR;
- attribute float aR;
- varying float vR;
void main ()
{
@@ -39,8 +29,6 @@ vec3 normal = vec3(normalize(nMatrix*vec4(aNormal,0)));
vColor += aColor*uDiffuseColor*max(dot(normal,light),0.0);
vXYZ = (uModelMatrix * vec4(aXYZ,1)).xyz;
-
- vBH = aBH; vBHXYZ = aBHXYZ; vSR = aSR; vR = aR;
}
`;
@@ -50,24 +38,8 @@ var fShader = ` varying vec3 vColor;
varying vec3 vXYZ;
- varying float vBH;
- varying vec3 vBHXYZ;
- varying float vSR;
- varying float vR;
-
void main()
{
- if (vBH > 0.5 && distance(vXYZ, vBHXYZ) <= vR) {
- float dist = distance(vXYZ, vBHXYZ);
- if (dist < vSR) {
- gl_FragColor = vec4(0,0,0,1);
- }
- else {
- gl_FragColor = vec4(vColor,0.5);
- }
- }
- else {
- gl_FragColor = vec4(vColor,1.0);
- }
+ gl_FragColor = vec4(vColor,1.0);
}
`;
|
