diff options
author | Mika Salmela <mika.salmela@digia.com> | 2013-07-15 16:25:54 +0300 |
---|---|---|
committer | Mika Salmela <mika.salmela@digia.com> | 2013-07-15 16:26:52 +0300 |
commit | 2d4688233fbd551bae8f327215247985cd843958 (patch) | |
tree | 58444eb52c0077dbd2454b2eaf9224dc18ec47aa /src/datavis3d/engine/shaders/surfaceFlat.frag | |
parent | 6bc7fabac51ddac7b95ffd85a1eef748f9d2e592 (diff) |
Finally first visible surface.
Change-Id: Ib168cbb8cd636539aee62098b98e6e24a112dab6
Reviewed-by: Mika Salmela <mika.salmela@digia.com>
Diffstat (limited to 'src/datavis3d/engine/shaders/surfaceFlat.frag')
-rw-r--r-- | src/datavis3d/engine/shaders/surfaceFlat.frag | 38 |
1 files changed, 38 insertions, 0 deletions
diff --git a/src/datavis3d/engine/shaders/surfaceFlat.frag b/src/datavis3d/engine/shaders/surfaceFlat.frag new file mode 100644 index 00000000..b07acbad --- /dev/null +++ b/src/datavis3d/engine/shaders/surfaceFlat.frag @@ -0,0 +1,38 @@ +#version 150 + +varying highp vec2 UV; +varying highp vec3 coords_mdl; +varying highp vec3 position_wrld; +flat in highp vec3 normal_cmr; +varying highp vec3 eyeDirection_cmr; +varying highp vec3 lightDirection_cmr; + +uniform highp vec3 lightPosition_wrld; +uniform highp vec3 color_mdl; +uniform highp float lightStrength; +uniform highp float ambientStrength; + +void main() { + highp vec3 materialDiffuseColor = vec3(position_wrld.y, 1.0 - position_wrld.y, 0.0); + 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 = n; + 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); +} + |