From 926cbd0d49890772f911e6a6bedb7835605ced89 Mon Sep 17 00:00:00 2001
From: pryazha <pryadeiniv@mail.ru>
Date: Thu, 6 Feb 2025 12:38:09 +0500
Subject: change

---
 .../blinn_phong/shaders/blinn_phong.fs             | 62 ----------------------
 1 file changed, 62 deletions(-)
 delete mode 100644 advanced_lighting/blinn_phong/shaders/blinn_phong.fs

(limited to 'advanced_lighting/blinn_phong/shaders/blinn_phong.fs')

diff --git a/advanced_lighting/blinn_phong/shaders/blinn_phong.fs b/advanced_lighting/blinn_phong/shaders/blinn_phong.fs
deleted file mode 100644
index 23e2968..0000000
--- a/advanced_lighting/blinn_phong/shaders/blinn_phong.fs
+++ /dev/null
@@ -1,62 +0,0 @@
-#version 330 core
-
-in vec2 tex_coords;
-in vec3 normal;
-in vec3 frag_pos;
-
-out vec4 frag_color;
-
-uniform sampler2D texture_diffuse;
-uniform sampler2D texture_specular;
-
-uniform vec3 light_pos;
-uniform vec3 view_pos;
-
-uniform float ambient_strength;
-uniform float specular_strength;
-uniform float shininess;
-
-vec4
-spotlight(vec3 light_dir, vec3 view_dir)
-{
-    vec3 tex_color_diff = texture(texture_diffuse, tex_coords);
-    float ambient_strength = 0.1f;
-    vec4 ambient = tex_color_diff*ambient_strength;
-    vec4 diffuse = tex_color_diff*dot(-light_dir, )
-    return(color);
-}
-
-vec4
-blinn_phong()
-{
-    // Sample the diffuse color from the texture
-    vec3 diffuse_color = texture(texture_diffuse, tex_coords).rgb;
-
-    // Sample the specular color from the texture (if available)
-    vec3 specular_color = texture(texture_specular, tex_coords).rgb;
-
-    // Ambient lighting
-    vec3 ambient = ambient_strength*diffuse_color;
-
-    // Diffuse lighting
-    vec3 norm = normalize(normal);
-    vec3 light_dir = normalize(light_pos-frag_pos);
-    float diff = max(dot(norm, light_dir), 0.0);
-    vec3 diffuse = diff * diffuse_color;
-
-    // Specular lighting
-    vec3 view_dir = normalize(view_pos-frag_pos);
-    vec3 halfway_dir = normalize(light_dir+view_dir); // Halfway vector
-    float spec = pow(max(dot(norm, halfway_dir), 0.0), shininess);
-    vec3 specular = specular_strength*spec*specular_color;
-
-    // Combine all components
-    vec3 result = (ambient+diffuse+specular);
-    return((result, 1.0));
-}
-
-void
-main(void)
-{
-    frag_color = blinn_phong();
-}
-- 
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