diff options
author | Tomi Korpipää <tomi.korpipaa@digia.com> | 2013-09-06 08:49:43 +0300 |
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committer | Tomi Korpipää <tomi.korpipaa@digia.com> | 2013-09-06 09:04:26 +0300 |
commit | 1ff7a47fe0f2a016e7b61adf3b99ca750347ec13 (patch) | |
tree | 2b19721d4dd520f5fc90a375b4629bb2a5cb78b0 | |
parent | 8f1ad0ed8c88927fb44350de477200cf09c231fb (diff) |
ES2 scene darkness issue fixed
Task-number: QTRD-2247
Change-Id: Idc62175ec46edaf3e4ac0017aeb9335772b865d4
Change-Id: Idc62175ec46edaf3e4ac0017aeb9335772b865d4
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
-rw-r--r-- | examples/qmlbarchart/qml/qmlbarchart/main.qml | 6 | ||||
-rw-r--r-- | src/datavis3d/engine/shaders/colorOnY_ES2.frag | 7 | ||||
-rw-r--r-- | src/datavis3d/engine/shaders/default_ES2.frag | 2 | ||||
-rw-r--r-- | src/datavis3d/engine/shaders/texture_ES2.frag | 2 |
4 files changed, 9 insertions, 8 deletions
diff --git a/examples/qmlbarchart/qml/qmlbarchart/main.qml b/examples/qmlbarchart/qml/qmlbarchart/main.qml index bcd614ba..ea28d90a 100644 --- a/examples/qmlbarchart/qml/qmlbarchart/main.qml +++ b/examples/qmlbarchart/qml/qmlbarchart/main.qml @@ -86,9 +86,9 @@ Item { TableViewColumn{ role: "income" ; title: "Income" ; width: 60 } model: chartData.model - onClicked: { - var rowIndex = testchart.mapping.rowCategoryIndex(chartData.model.get(row).year) - var colIndex = testchart.mapping.columnCategoryIndex(chartData.model.get(row).month) + onCurrentRowChanged: { + var rowIndex = testchart.mapping.rowCategoryIndex(chartData.model.get(currentRow).year) + var colIndex = testchart.mapping.columnCategoryIndex(chartData.model.get(currentRow).month) testchart.selectedBarPos = Qt.point(rowIndex, colIndex) } } diff --git a/src/datavis3d/engine/shaders/colorOnY_ES2.frag b/src/datavis3d/engine/shaders/colorOnY_ES2.frag index 68c8ac39..78c778d3 100644 --- a/src/datavis3d/engine/shaders/colorOnY_ES2.frag +++ b/src/datavis3d/engine/shaders/colorOnY_ES2.frag @@ -10,7 +10,8 @@ varying highp vec3 lightDirection_cmr; varying highp vec2 coords_mdl; void main() { - highp vec3 materialDiffuseColor = vec3(coords_mdl.y * color_mdl.x, coords_mdl.y * color_mdl.y, coords_mdl.y * color_mdl.z); + highp float heightMod = coords_mdl.y + (1.0 - ambientStrength); + highp vec3 materialDiffuseColor = heightMod * color_mdl; highp vec3 materialAmbientColor = vec3(ambientStrength, ambientStrength, ambientStrength) * materialDiffuseColor; highp vec3 materialSpecularColor = vec3(1.0, 1.0, 1.0); @@ -29,8 +30,8 @@ void main() { gl_FragColor.rgb = materialAmbientColor + - materialDiffuseColor * lightStrength * (cosTheta * cosTheta) / (distance * distance) + - materialSpecularColor * lightStrength * (cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha) / (distance * distance); + materialDiffuseColor * lightStrength * (cosTheta * cosTheta) / distance + + materialSpecularColor * lightStrength * (cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha) / distance; gl_FragColor.a = 1.0; } diff --git a/src/datavis3d/engine/shaders/default_ES2.frag b/src/datavis3d/engine/shaders/default_ES2.frag index a70ed241..7d6214b2 100644 --- a/src/datavis3d/engine/shaders/default_ES2.frag +++ b/src/datavis3d/engine/shaders/default_ES2.frag @@ -32,7 +32,7 @@ void main() { gl_FragColor.rgb = materialAmbientColor + materialDiffuseColor * lightStrength * (cosTheta * cosTheta) / distance + - materialSpecularColor * lightStrength * (cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha) / distance; + materialSpecularColor * lightStrength * (cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha) / distance; gl_FragColor.a = 1.0; } diff --git a/src/datavis3d/engine/shaders/texture_ES2.frag b/src/datavis3d/engine/shaders/texture_ES2.frag index 16161035..58097ba5 100644 --- a/src/datavis3d/engine/shaders/texture_ES2.frag +++ b/src/datavis3d/engine/shaders/texture_ES2.frag @@ -31,7 +31,7 @@ void main() { gl_FragColor.rgb = materialAmbientColor + materialDiffuseColor * lightStrength * (cosTheta * cosTheta) / distance + - materialSpecularColor * lightStrength * (cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha) / distance; + materialSpecularColor * lightStrength * (cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha) / distance; gl_FragColor.a = texture2D(textureSampler, UV).a; } |