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authorTomi Korpipää <tomi.korpipaa@digia.com>2013-09-04 07:43:10 +0300
committerTomi Korpipää <tomi.korpipaa@digia.com>2013-09-04 08:03:24 +0300
commitbc1771d0ea20eb3b42beccddbe852541e107ab65 (patch)
treeadee9084784da38c28d88546036320a16cc2eb3f
parent58979c740aa4814692e6555840e2fe4d3913561b (diff)
Fixed issues from Improve examples task
Task-number: QTRD-2239 + white bars fixed + shaders improved; non-shadow is quite similar to shadow now Change-Id: I868b6ab9fb65151f47638ec366af4f11938e7a22 Change-Id: I868b6ab9fb65151f47638ec366af4f11938e7a22 Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
-rw-r--r--src/datavis3d/engine/shaders/colorOnY.frag9
-rw-r--r--src/datavis3d/engine/shaders/default.frag2
-rw-r--r--src/datavis3d/engine/shaders/shadowNoTex.frag1
-rw-r--r--src/datavis3d/engine/shaders/shadowNoTexColorOnY.frag4
4 files changed, 10 insertions, 6 deletions
diff --git a/src/datavis3d/engine/shaders/colorOnY.frag b/src/datavis3d/engine/shaders/colorOnY.frag
index ee57e8e5..61a210c9 100644
--- a/src/datavis3d/engine/shaders/colorOnY.frag
+++ b/src/datavis3d/engine/shaders/colorOnY.frag
@@ -12,7 +12,8 @@ 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);
@@ -27,7 +28,9 @@ void main() {
gl_FragColor.rgb =
materialAmbientColor +
- materialDiffuseColor * lightStrength * (cosTheta * cosTheta) / (distance * distance) +
- materialSpecularColor * lightStrength * pow(cosAlpha, 5) / (distance * distance);
+ materialDiffuseColor * lightStrength * (cosTheta * cosTheta) / distance +
+ materialSpecularColor * lightStrength * pow(cosAlpha, 5) / distance;
+ gl_FragColor.rgb = clamp(gl_FragColor.rgb, 0.0, 1.0);
+ gl_FragColor.a = 1.0;
}
diff --git a/src/datavis3d/engine/shaders/default.frag b/src/datavis3d/engine/shaders/default.frag
index 5bf9c654..fba1ce4a 100644
--- a/src/datavis3d/engine/shaders/default.frag
+++ b/src/datavis3d/engine/shaders/default.frag
@@ -30,7 +30,7 @@ void main() {
gl_FragColor.rgb =
materialAmbientColor +
materialDiffuseColor * lightStrength * pow(cosTheta, 2) / distance +
- materialSpecularColor * lightStrength * pow(cosAlpha, 10) / distance;
+ materialSpecularColor * lightStrength * pow(cosAlpha, 5) / distance;
gl_FragColor.a = 1.0;
}
diff --git a/src/datavis3d/engine/shaders/shadowNoTex.frag b/src/datavis3d/engine/shaders/shadowNoTex.frag
index 9ee20864..0252ba49 100644
--- a/src/datavis3d/engine/shaders/shadowNoTex.frag
+++ b/src/datavis3d/engine/shaders/shadowNoTex.frag
@@ -7,7 +7,6 @@ uniform highp vec3 color_mdl;
uniform highp sampler2DShadow shadowMap;
varying highp vec4 shadowCoord;
-varying highp vec2 UV;
varying highp vec3 position_wrld;
varying highp vec3 normal_cmr;
varying highp vec3 eyeDirection_cmr;
diff --git a/src/datavis3d/engine/shaders/shadowNoTexColorOnY.frag b/src/datavis3d/engine/shaders/shadowNoTexColorOnY.frag
index 957d2b0b..515bf271 100644
--- a/src/datavis3d/engine/shaders/shadowNoTexColorOnY.frag
+++ b/src/datavis3d/engine/shaders/shadowNoTexColorOnY.frag
@@ -37,7 +37,8 @@ highp vec2 poissonDisk[16] = vec2[16](vec2(-0.94201624, -0.39906216),
}*/
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);
@@ -76,5 +77,6 @@ void main() {
visibility * (materialAmbientColor +
materialDiffuseColor * lightStrength * cosTheta +
materialSpecularColor * lightStrength * pow(cosAlpha, 10));
+ gl_FragColor.rgb = clamp(gl_FragColor.rgb, 0.0, 1.0);
gl_FragColor.a = 1.0;
}