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author | Tomi Korpipää <tomi.korpipaa@digia.com> | 2013-08-16 07:14:35 +0300 |
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committer | Tomi Korpipää <tomi.korpipaa@digia.com> | 2013-08-16 07:14:35 +0300 |
commit | 6c0334496d50aaf4e11dcda7ed642fac565d6145 (patch) | |
tree | aa6e7aeef9b00ba46910c30bd85fedbc53df39a0 /src/datavis3d/engine/shaders/surface.frag | |
parent | 3288b23502c195d03e097cb372a22f3a1ac4ba87 (diff) | |
parent | 29f6433606cebe3299e9915ae32bae7dfaed2770 (diff) |
Merge remote-tracking branch 'origin/develop'
Change-Id: I544af544ecd946cdcccfe9c17d03e47f8d0c1151
Diffstat (limited to 'src/datavis3d/engine/shaders/surface.frag')
-rw-r--r-- | src/datavis3d/engine/shaders/surface.frag | 39 |
1 files changed, 39 insertions, 0 deletions
diff --git a/src/datavis3d/engine/shaders/surface.frag b/src/datavis3d/engine/shaders/surface.frag new file mode 100644 index 00000000..9fe7f45b --- /dev/null +++ b/src/datavis3d/engine/shaders/surface.frag @@ -0,0 +1,39 @@ +#version 120 + +varying highp vec2 UV; +varying highp vec3 coords_mdl; +varying highp vec3 position_wrld; +varying highp vec3 normal_cmr; +varying highp vec3 eyeDirection_cmr; +varying highp vec3 lightDirection_cmr; + +uniform sampler2D textureSampler; +uniform highp vec3 lightPosition_wrld; +uniform highp float lightStrength; +uniform highp float ambientStrength; + +void main() { + highp vec2 gradientUV = vec2(0.5, (coords_mdl.y + 1.0) / 2.0); + highp vec3 materialDiffuseColor = texture2D(textureSampler, gradientUV).xyz; + 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 = materialDiffuseColor; + gl_FragColor.rgb = + materialAmbientColor + + materialDiffuseColor * lightStrength * pow(cosTheta, 2) / distance + + materialSpecularColor * lightStrength * pow(cosAlpha, 10) / distance; + gl_FragColor.a = 1.0; +// gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); +} + |