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authorTomi Korpipää <tomi.korpipaa@digia.com>2013-05-08 12:46:49 +0300
committerTomi Korpipää <tomi.korpipaa@digia.com>2013-05-08 13:30:48 +0300
commitee7f5d387934c46442ece1ea17566305ada94cef (patch)
tree90dd4d95ae2f83f66e2ee42608122a393f5be46c /src/datavis3d/engine/shaders/fragmentShaderAmbient
parent161232582e7f7e7e6e991def2fe87d78e668d08f (diff)
Directory structure reorganized
Unnecessary subdirectory levels deleted from examples and src Change-Id: I88892b4fc92784e706be2264eeb7d6208250a50f Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com> Reviewed-by: Mika Salmela <mika.salmela@digia.com>
Diffstat (limited to 'src/datavis3d/engine/shaders/fragmentShaderAmbient')
-rw-r--r--src/datavis3d/engine/shaders/fragmentShaderAmbient28
1 files changed, 0 insertions, 28 deletions
diff --git a/src/datavis3d/engine/shaders/fragmentShaderAmbient b/src/datavis3d/engine/shaders/fragmentShaderAmbient
deleted file mode 100644
index ccaa07e4..00000000
--- a/src/datavis3d/engine/shaders/fragmentShaderAmbient
+++ /dev/null
@@ -1,28 +0,0 @@
-varying highp vec3 position_wrld;
-varying highp vec3 normal_cmr;
-varying highp vec3 eyeDirection_cmr;
-varying highp vec3 lightDirection_cmr;
-uniform highp vec3 lightPosition_wrld;
-uniform highp vec3 color_mdl;
-void main() {
- highp vec3 lightColor = vec3(1.0, 1.0, 1.0);
- highp float lightPower = 10.0;
- highp vec3 materialAmbientColor = vec3(0.5, 0.5, 0.5) * color_mdl;
- highp vec3 materialSpecularColor = vec3(0.3, 0.3, 0.3) * color_mdl;
- highp float distance = length(lightPosition_wrld - position_wrld);
- highp vec3 n = normalize(normal_cmr);
- highp vec3 l = normalize(lightDirection_cmr);
- highp float cosTheta = dot(n, l);
- if (cosTheta < 0.0) { cosTheta = 0.0; }
- if (cosTheta > 1.0) { cosTheta = 1.0; }
- highp vec3 E = normalize(eyeDirection_cmr);
- highp vec3 R = reflect(-l, n);
- highp float cosAlpha = dot(E, R);
- if (cosAlpha < 0.0) { cosAlpha = 0.0; }
- if (cosAlpha > 1.0) { cosAlpha = 1.0; }
- gl_FragColor.rgb =
- materialAmbientColor +
- materialSpecularColor * lightColor * lightPower * (cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha) / (distance * distance);
- gl_FragColor.a = 1.0;
-}
-