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author | Heikkinen Miikka <miikka.heikkinen@digia.com> | 2013-05-17 12:21:40 +0300 |
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committer | Tomi Korpipää <tomi.korpipaa@digia.com> | 2013-05-17 12:37:26 +0300 |
commit | 3dafad59b97532e8e68c0b7abca796f3a9527a6e (patch) | |
tree | 6dcb5bf6edc5aee39490b35db11202a20929d858 /src/datavis3d/engine/shaders/fragmentShaderColorOnY | |
parent | 5963d52c1923cf2468c1fa4738e04a175196cc7d (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/fragmentShaderColorOnY | 33 |
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); +} + |