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authorTomi Korpipää <tomi.korpipaa@digia.com>2013-05-08 12:46:49 +0300
committerTomi Korpipää <tomi.korpipaa@digia.com>2013-05-08 13:30:48 +0300
commitee7f5d387934c46442ece1ea17566305ada94cef (patch)
tree90dd4d95ae2f83f66e2ee42608122a393f5be46c /src/datavis3d/engine/shaders
parent161232582e7f7e7e6e991def2fe87d78e668d08f (diff)
Directory structure reorganized
Unnecessary subdirectory levels deleted from examples and src Change-Id: I88892b4fc92784e706be2264eeb7d6208250a50f Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com> Reviewed-by: Mika Salmela <mika.salmela@digia.com>
Diffstat (limited to 'src/datavis3d/engine/shaders')
-rw-r--r--src/datavis3d/engine/shaders/fragmentDepthTest7
-rw-r--r--src/datavis3d/engine/shaders/fragmentShader38
-rw-r--r--src/datavis3d/engine/shaders/fragmentShaderAmbient28
-rw-r--r--src/datavis3d/engine/shaders/fragmentShaderColorOnY30
-rw-r--r--src/datavis3d/engine/shaders/fragmentShaderDepth3
-rw-r--r--src/datavis3d/engine/shaders/fragmentShaderLabel6
-rw-r--r--src/datavis3d/engine/shaders/fragmentShaderSelection7
-rw-r--r--src/datavis3d/engine/shaders/fragmentShaderTexture32
-rw-r--r--src/datavis3d/engine/shaders/fragmentShadow70
-rw-r--r--src/datavis3d/engine/shaders/vertexDepthTest9
-rw-r--r--src/datavis3d/engine/shaders/vertexShader25
-rw-r--r--src/datavis3d/engine/shaders/vertexShaderDepth8
-rw-r--r--src/datavis3d/engine/shaders/vertexShaderLabel8
-rw-r--r--src/datavis3d/engine/shaders/vertexShaderSelection5
-rw-r--r--src/datavis3d/engine/shaders/vertexShaderTexture23
-rw-r--r--src/datavis3d/engine/shaders/vertexShadow34
16 files changed, 0 insertions, 333 deletions
diff --git a/src/datavis3d/engine/shaders/fragmentDepthTest b/src/datavis3d/engine/shaders/fragmentDepthTest
deleted file mode 100644
index d6c502e1..00000000
--- a/src/datavis3d/engine/shaders/fragmentDepthTest
+++ /dev/null
@@ -1,7 +0,0 @@
-uniform sampler2D textureSampler;
-
-varying highp vec2 UV;
-
-void main() {
- gl_FragColor = texture2D(textureSampler, UV);
-}
diff --git a/src/datavis3d/engine/shaders/fragmentShader b/src/datavis3d/engine/shaders/fragmentShader
deleted file mode 100644
index 45d8642f..00000000
--- a/src/datavis3d/engine/shaders/fragmentShader
+++ /dev/null
@@ -1,38 +0,0 @@
-varying highp vec2 UV;
-varying highp vec2 coords_mdl;
-varying highp vec3 position_wrld;
-varying 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 = color_mdl;
- 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 = dot(n, l);
- if (cosTheta < 0.0) { cosTheta = 0.0; }
- if (cosTheta > 1.0) { cosTheta = 1.0; }
-
- highp vec3 E = normalize(eyeDirection_cmr);
- highp vec3 R = reflect(-l, n);
- highp float cosAlpha = dot(E, R);
- if (cosAlpha < 0.0) { cosAlpha = 0.0; }
- if (cosAlpha > 1.0) { cosAlpha = 1.0; }
-
- gl_FragColor.rgb = //color_mdl + color_mdl * vec3(cosTheta * cosTheta) / (distance * distance) + vec3(cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha) / (distance * distance);
- materialAmbientColor +
- materialDiffuseColor * lightStrength * (cosTheta * cosTheta) / distance +
- materialSpecularColor * lightStrength * (cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha) / distance;//(distance * distance);
- gl_FragColor.a = 1.0;
-}
-
diff --git a/src/datavis3d/engine/shaders/fragmentShaderAmbient b/src/datavis3d/engine/shaders/fragmentShaderAmbient
deleted file mode 100644
index ccaa07e4..00000000
--- a/src/datavis3d/engine/shaders/fragmentShaderAmbient
+++ /dev/null
@@ -1,28 +0,0 @@
-varying highp vec3 position_wrld;
-varying highp vec3 normal_cmr;
-varying highp vec3 eyeDirection_cmr;
-varying highp vec3 lightDirection_cmr;
-uniform highp vec3 lightPosition_wrld;
-uniform highp vec3 color_mdl;
-void main() {
- highp vec3 lightColor = vec3(1.0, 1.0, 1.0);
- highp float lightPower = 10.0;
- highp vec3 materialAmbientColor = vec3(0.5, 0.5, 0.5) * color_mdl;
- highp vec3 materialSpecularColor = vec3(0.3, 0.3, 0.3) * color_mdl;
- highp float distance = length(lightPosition_wrld - position_wrld);
- highp vec3 n = normalize(normal_cmr);
- highp vec3 l = normalize(lightDirection_cmr);
- highp float cosTheta = dot(n, l);
- if (cosTheta < 0.0) { cosTheta = 0.0; }
- if (cosTheta > 1.0) { cosTheta = 1.0; }
- highp vec3 E = normalize(eyeDirection_cmr);
- highp vec3 R = reflect(-l, n);
- highp float cosAlpha = dot(E, R);
- if (cosAlpha < 0.0) { cosAlpha = 0.0; }
- if (cosAlpha > 1.0) { cosAlpha = 1.0; }
- gl_FragColor.rgb =
- materialAmbientColor +
- materialSpecularColor * lightColor * lightPower * (cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha) / (distance * distance);
- gl_FragColor.a = 1.0;
-}
-
diff --git a/src/datavis3d/engine/shaders/fragmentShaderColorOnY b/src/datavis3d/engine/shaders/fragmentShaderColorOnY
deleted file mode 100644
index a7a30155..00000000
--- a/src/datavis3d/engine/shaders/fragmentShaderColorOnY
+++ /dev/null
@@ -1,30 +0,0 @@
-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;
-uniform highp vec3 lightPosition_wrld;
-uniform highp vec3 color_mdl;
-uniform highp float lightStrength;
-uniform highp float ambientStrength;
-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 = dot(n, l);
- if (cosTheta < 0.0) { cosTheta = 0.0; }
- if (cosTheta > 1.0) { cosTheta = 1.0; }
- highp vec3 E = normalize(eyeDirection_cmr);
- highp vec3 R = reflect(-l, n);
- highp float cosAlpha = dot(E, R);
- if (cosAlpha < 0.0) { cosAlpha = 0.0; }
- if (cosAlpha > 1.0) { cosAlpha = 1.0; }
- gl_FragColor.rgb = //color_mdl + color_mdl * vec3(cosTheta * cosTheta) / (distance * distance) + vec3(cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha) / (distance * distance);
- materialAmbientColor +
- materialDiffuseColor * lightStrength * (cosTheta * cosTheta) / (distance * distance) +
- materialSpecularColor * lightStrength * (cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha) / (distance * distance);
-}
-
diff --git a/src/datavis3d/engine/shaders/fragmentShaderDepth b/src/datavis3d/engine/shaders/fragmentShaderDepth
deleted file mode 100644
index 5cfd4b10..00000000
--- a/src/datavis3d/engine/shaders/fragmentShaderDepth
+++ /dev/null
@@ -1,3 +0,0 @@
-void main() {
- gl_FragDepth = gl_FragCoord.z;
-}
diff --git a/src/datavis3d/engine/shaders/fragmentShaderLabel b/src/datavis3d/engine/shaders/fragmentShaderLabel
deleted file mode 100644
index ed3f91b1..00000000
--- a/src/datavis3d/engine/shaders/fragmentShaderLabel
+++ /dev/null
@@ -1,6 +0,0 @@
-varying highp vec2 UV;
-uniform sampler2D textureSampler;
-void main() {
- gl_FragColor = texture2D(textureSampler, UV);
-}
-
diff --git a/src/datavis3d/engine/shaders/fragmentShaderSelection b/src/datavis3d/engine/shaders/fragmentShaderSelection
deleted file mode 100644
index 66370224..00000000
--- a/src/datavis3d/engine/shaders/fragmentShaderSelection
+++ /dev/null
@@ -1,7 +0,0 @@
-uniform highp vec3 color_mdl;
-//uniform highp vec4 color_mdl;
-void main() {
- gl_FragColor.rgb = color_mdl;
- //gl_FragColor = color_mdl;
-}
-
diff --git a/src/datavis3d/engine/shaders/fragmentShaderTexture b/src/datavis3d/engine/shaders/fragmentShaderTexture
deleted file mode 100644
index 95c4f1a1..00000000
--- a/src/datavis3d/engine/shaders/fragmentShaderTexture
+++ /dev/null
@@ -1,32 +0,0 @@
-varying highp vec2 UV;
-varying highp vec3 position_wrld;
-varying 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;
-uniform sampler2D textureSampler;
-void main() {
- highp vec3 materialDiffuseColor = texture2D(textureSampler, UV).rgb;
- 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 = dot(n, l);
- if (cosTheta < 0.0) { cosTheta = 0.0; }
- if (cosTheta > 1.0) { cosTheta = 1.0; }
- highp vec3 E = normalize(eyeDirection_cmr);
- highp vec3 R = reflect(-l, n);
- highp float cosAlpha = dot(E, R);
- if (cosAlpha < 0.0) { cosAlpha = 0.0; }
- if (cosAlpha > 1.0) { cosAlpha = 1.0; }
- gl_FragColor.rgb = //color_mdl + color_mdl * vec3(cosTheta * cosTheta) / (distance * distance) + vec3(cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha) / (distance * distance);
- materialAmbientColor +
- materialDiffuseColor * lightStrength * (cosTheta * cosTheta) / distance +
- materialSpecularColor * lightStrength * (cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha) / distance;//(distance * distance);
- gl_FragColor.a = 1.0;
-}
-
diff --git a/src/datavis3d/engine/shaders/fragmentShadow b/src/datavis3d/engine/shaders/fragmentShadow
deleted file mode 100644
index 2c3c2ded..00000000
--- a/src/datavis3d/engine/shaders/fragmentShadow
+++ /dev/null
@@ -1,70 +0,0 @@
-varying highp vec4 shadowCoord;
-varying highp vec2 UV;
-varying highp vec3 position_wrld;
-varying highp vec3 normal_cmr;
-varying highp vec3 eyeDirection_cmr;
-varying highp vec3 lightDirection_cmr;
-
-uniform highp float lightStrength;
-uniform highp float ambientStrength;
-uniform sampler2D textureSampler;
-//uniform sampler2DShadow shadowMap; // use with version 2
-uniform sampler2D shadowMap; // use with version 1
-
-// Version 1: Use this to see the shadow map
-
-void main() {
- float shadowFactor = 1.0; // default to '1' meaning "no shadow"
- float epsilon = 0.1; // increase value to remove little artifacts
- vec4 shadCoordsPD = shadowCoord / shadowCoord.w;
- if (shadowCoord.w <= 0.0) { // ignore negative projection
- shadowFactor = 1.0;
- } else if (shadCoordsPD.x < 0.0 || shadCoordsPD.y < 0.0) { // outside light frustum, ignore
- shadowFactor = 1.0;
- } else if (shadCoordsPD.x >= 1.0 || shadCoordsPD.y >= 1.0) { // outside light frustum, ignore
- shadowFactor = 1.0;
- } else {
- float shadow = texture2D(shadowMap, shadCoordsPD.xy).x;
- if (shadow + epsilon < shadCoordsPD.z) {
- shadowFactor = 0.0;
- }
- }
- // shadow is dark gray, other parts bright yellow
- gl_FragColor = vec4(0.8, 0.8, 0.0, 1.0) * shadowFactor + vec4(0.2, 0.2, 0.2, 1.0);
-}
-
-// Version 2: Use this normally
-/*
-void main() {
- highp vec3 materialDiffuseColor = vec3(0.8, 0.8, 0.0);//texture2D(textureSampler, UV).rgb;
- highp vec3 materialAmbientColor = vec3(ambientStrength, ambientStrength, ambientStrength) * materialDiffuseColor;
- highp vec3 materialSpecularColor = vec3(1.0, 1.0, 1.0);
-
- highp vec3 n = normalize(normal_cmr);
- highp vec3 l = normalize(lightDirection_cmr);
- highp float cosTheta = dot(n, l);
- if (cosTheta < 0.0) { cosTheta = 0.0; }
- if (cosTheta > 1.0) { cosTheta = 1.0; }
-
- highp vec3 E = normalize(eyeDirection_cmr);
- highp vec3 R = reflect(-l, n);
- highp float cosAlpha = dot(E, R);
- if (cosAlpha < 0.0) { cosAlpha = 0.0; }
- if (cosAlpha > 1.0) { cosAlpha = 1.0; }
-
- highp float visibility = 1.0;
- highp float bias = 0.005;
-
- //highp float bias = 0.005 * tan(acos(cosTheta));
- //if (bias < 0.0) { bias = 0.0; }
- //if (bias > 0.01) { bias = 0.01; }
-
- visibility -= 0.8 * (1.0 - shadow2D(shadowMap, vec3(shadowCoord.xy, (shadowCoord.z - bias) / shadowCoord.w)).r);
-
- gl_FragColor.rgb =
- materialAmbientColor +
- visibility * materialDiffuseColor * lightStrength * cosTheta +
- visibility * materialSpecularColor * lightStrength * (cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha);
- gl_FragColor.a = 1.0;
-}
-*/
diff --git a/src/datavis3d/engine/shaders/vertexDepthTest b/src/datavis3d/engine/shaders/vertexDepthTest
deleted file mode 100644
index d62f1aa7..00000000
--- a/src/datavis3d/engine/shaders/vertexDepthTest
+++ /dev/null
@@ -1,9 +0,0 @@
-attribute highp vec3 vertexPosition_mdl;
-
-varying highp vec2 UV;
-
-void main() {
- gl_Position = vec4(vertexPosition_mdl, 1.0);
- UV = (vertexPosition_mdl.xy + vec2(1.0, 1.0)) / 2.0;
-}
-
diff --git a/src/datavis3d/engine/shaders/vertexShader b/src/datavis3d/engine/shaders/vertexShader
deleted file mode 100644
index de03714b..00000000
--- a/src/datavis3d/engine/shaders/vertexShader
+++ /dev/null
@@ -1,25 +0,0 @@
-attribute highp vec3 vertexPosition_mdl;
-attribute highp vec2 vertexUV;
-attribute highp vec3 vertexNormal_mdl;
-uniform highp mat4 MVP;
-uniform highp mat4 V;
-uniform highp mat4 M;
-uniform highp mat4 itM;
-uniform highp vec3 lightPosition_wrld;
-//varying highp vec2 UV;
-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() {
- gl_Position = MVP * vec4(vertexPosition_mdl, 1.0);
- coords_mdl = vertexPosition_mdl.xy;
- position_wrld = (M * vec4(vertexPosition_mdl, 1.0)).xyz;
- vec3 vertexPosition_cmr = (V * M * vec4(vertexPosition_mdl, 1.0)).xyz;
- eyeDirection_cmr = vec3(0.0, 0.0, 0.0) - vertexPosition_cmr;
- vec3 lightPosition_cmr = (V * vec4(lightPosition_wrld, 1.0)).xyz;
- lightDirection_cmr = lightPosition_cmr + eyeDirection_cmr;
- normal_cmr = (V * itM * vec4(vertexNormal_mdl, 0.0)).xyz; // Use modelMatrix's transposed inverse, as it's scaled
- //UV = vertexUV;
-}
diff --git a/src/datavis3d/engine/shaders/vertexShaderDepth b/src/datavis3d/engine/shaders/vertexShaderDepth
deleted file mode 100644
index 69521267..00000000
--- a/src/datavis3d/engine/shaders/vertexShaderDepth
+++ /dev/null
@@ -1,8 +0,0 @@
-attribute highp vec3 vertexPosition_mdl;
-
-uniform highp mat4 MVP;
-
-void main() {
- gl_Position = MVP * vec4(vertexPosition_mdl, 1.0);
-}
-
diff --git a/src/datavis3d/engine/shaders/vertexShaderLabel b/src/datavis3d/engine/shaders/vertexShaderLabel
deleted file mode 100644
index 5959b47b..00000000
--- a/src/datavis3d/engine/shaders/vertexShaderLabel
+++ /dev/null
@@ -1,8 +0,0 @@
-attribute highp vec3 vertexPosition_mdl;
-attribute highp vec2 vertexUV;
-uniform highp mat4 MVP;
-varying highp vec2 UV;
-void main() {
- gl_Position = MVP * vec4(vertexPosition_mdl, 1.0);
- UV = vertexUV;
-}
diff --git a/src/datavis3d/engine/shaders/vertexShaderSelection b/src/datavis3d/engine/shaders/vertexShaderSelection
deleted file mode 100644
index 70082663..00000000
--- a/src/datavis3d/engine/shaders/vertexShaderSelection
+++ /dev/null
@@ -1,5 +0,0 @@
-attribute highp vec3 vertexPosition_mdl;
-uniform highp mat4 MVP;
-void main() {
- gl_Position = MVP * vec4(vertexPosition_mdl, 1.0);
-}
diff --git a/src/datavis3d/engine/shaders/vertexShaderTexture b/src/datavis3d/engine/shaders/vertexShaderTexture
deleted file mode 100644
index fb23b252..00000000
--- a/src/datavis3d/engine/shaders/vertexShaderTexture
+++ /dev/null
@@ -1,23 +0,0 @@
-attribute highp vec3 vertexPosition_mdl;
-attribute highp vec2 vertexUV;
-attribute highp vec3 vertexNormal_mdl;
-uniform highp mat4 MVP;
-uniform highp mat4 V;
-uniform highp mat4 M;
-uniform highp mat4 itM;
-uniform highp vec3 lightPosition_wrld;
-varying highp vec2 UV;
-varying highp vec3 position_wrld;
-varying highp vec3 normal_cmr;
-varying highp vec3 eyeDirection_cmr;
-varying highp vec3 lightDirection_cmr;
-void main() {
- gl_Position = MVP * vec4(vertexPosition_mdl, 1.0);
- position_wrld = (M * vec4(vertexPosition_mdl, 1.0)).xyz;
- vec3 vertexPosition_cmr = (V * M * vec4(vertexPosition_mdl, 1.0)).xyz;
- eyeDirection_cmr = vec3(0.0, 0.0, 0.0) - vertexPosition_cmr;
- vec3 lightPosition_cmr = (V * vec4(lightPosition_wrld, 1.0)).xyz;
- lightDirection_cmr = lightPosition_cmr + eyeDirection_cmr;
- normal_cmr = (V * itM * vec4(vertexNormal_mdl, 0.0)).xyz; // Use modelMatrix's transposed inverse, as it's scaled
- UV = vertexUV;
-}
diff --git a/src/datavis3d/engine/shaders/vertexShadow b/src/datavis3d/engine/shaders/vertexShadow
deleted file mode 100644
index 24184376..00000000
--- a/src/datavis3d/engine/shaders/vertexShadow
+++ /dev/null
@@ -1,34 +0,0 @@
-attribute highp vec3 vertexPosition_mdl;
-attribute highp vec2 vertexUV;
-attribute highp vec3 vertexNormal_mdl;
-
-uniform highp mat4 MVP;
-uniform highp mat4 V;
-uniform highp mat4 M;
-uniform highp mat4 itM;
-uniform highp vec3 lightPosition_wrld; // this is for inverted light direction, not position (we are just reusing uniform)
-uniform highp mat4 depthMVP;
-
-varying highp vec2 UV;
-varying highp vec3 position_wrld;
-varying highp vec3 normal_cmr;
-varying highp vec3 eyeDirection_cmr;
-varying highp vec3 lightDirection_cmr;
-varying highp vec4 shadowCoord;
-
-const highp mat4 bias = mat4(0.5, 0.0, 0.0, 0.0,
- 0.0, 0.5, 0.0, 0.0,
- 0.0, 0.0, 0.5, 0.0,
- 0.5, 0.5, 0.5, 1.0);
-
-void main() {
- gl_Position = MVP * vec4(vertexPosition_mdl, 1.0);
- shadowCoord = bias * depthMVP * vec4(vertexPosition_mdl, 1.0);
- position_wrld = (M * vec4(vertexPosition_mdl, 1.0)).xyz;
- vec3 vertexPosition_cmr = (V * M * vec4(vertexPosition_mdl, 1.0)).xyz;
- eyeDirection_cmr = vec3(0.0, 0.0, 0.0) - vertexPosition_cmr;
- lightDirection_cmr = (V * vec4(lightPosition_wrld, 0.0)).xyz;
- normal_cmr = (V * itM * vec4(vertexNormal_mdl, 0.0)).xyz; // Use modelMatrix's transposed inverse, as it's scaled
- //normal_cmr = (V * M * vec4(vertexNormal_mdl, 0.0)).xyz; // Use modelMatrix's transposed inverse, as it's scaled
- UV = vertexUV;
-}