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authorMika Salmela <mika.salmela@digia.com>2013-07-15 16:25:54 +0300
committerMika Salmela <mika.salmela@digia.com>2013-07-15 16:26:52 +0300
commit2d4688233fbd551bae8f327215247985cd843958 (patch)
tree58444eb52c0077dbd2454b2eaf9224dc18ec47aa /src/datavis3d/engine/shaders/surfaceFlat.frag
parent6bc7fabac51ddac7b95ffd85a1eef748f9d2e592 (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.frag38
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);
+}
+