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authorHeikkinen Miikka <miikka.heikkinen@digia.com>2013-05-17 12:21:40 +0300
committerTomi Korpipää <tomi.korpipaa@digia.com>2013-05-17 12:37:26 +0300
commit3dafad59b97532e8e68c0b7abca796f3a9527a6e (patch)
tree6dcb5bf6edc5aee39490b35db11202a20929d858 /src/datavis3d/engine/shaders/fragmentShaderColorOnY
parent5963d52c1923cf2468c1fa4738e04a175196cc7d (diff)
Added datavis3d back under src
Change-Id: I209e8b3228b2ce0085c897db6fb2ea78e93afa67 Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
Diffstat (limited to 'src/datavis3d/engine/shaders/fragmentShaderColorOnY')
-rw-r--r--src/datavis3d/engine/shaders/fragmentShaderColorOnY33
1 files changed, 33 insertions, 0 deletions
diff --git a/src/datavis3d/engine/shaders/fragmentShaderColorOnY b/src/datavis3d/engine/shaders/fragmentShaderColorOnY
new file mode 100644
index 00000000..ee57e8e5
--- /dev/null
+++ b/src/datavis3d/engine/shaders/fragmentShaderColorOnY
@@ -0,0 +1,33 @@
+#version 120
+
+uniform highp vec3 lightPosition_wrld;
+uniform highp vec3 color_mdl;
+uniform highp float lightStrength;
+uniform highp float ambientStrength;
+
+varying highp vec3 position_wrld;
+varying highp vec3 normal_cmr;
+varying highp vec3 eyeDirection_cmr;
+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 vec3 materialAmbientColor = vec3(ambientStrength, ambientStrength, ambientStrength) * materialDiffuseColor;
+ highp vec3 materialSpecularColor = vec3(1.0, 1.0, 1.0);
+
+ highp float distance = length(lightPosition_wrld - position_wrld);
+ highp vec3 n = normalize(normal_cmr);
+ highp vec3 l = normalize(lightDirection_cmr);
+ highp float cosTheta = clamp(dot(n, l), 0.0, 1.0);
+
+ highp vec3 E = normalize(eyeDirection_cmr);
+ highp vec3 R = reflect(-l, n);
+ highp float cosAlpha = clamp(dot(E, R), 0.0, 1.0);
+
+ gl_FragColor.rgb =
+ materialAmbientColor +
+ materialDiffuseColor * lightStrength * (cosTheta * cosTheta) / (distance * distance) +
+ materialSpecularColor * lightStrength * pow(cosAlpha, 5) / (distance * distance);
+}
+