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authorTomi Korpipää <tomi.korpipaa@digia.com>2013-03-11 13:28:51 +0200
committerTomi Korpipää <tomi.korpipaa@digia.com>2013-03-11 13:28:51 +0200
commit1a008562a663933aa242867fdf86f8de80b43042 (patch)
treead29710dfe95246f43d5c44603f531458c4fe312 /src/datavis3d/engine/shaders
parent0bb4f64c8fc3d0654454be4b9289abf5a5b9e0a2 (diff)
Setting camera position added to bars api
Added another fragment shader
Diffstat (limited to 'src/datavis3d/engine/shaders')
-rw-r--r--src/datavis3d/engine/shaders/fragmentShaderColorOnY33
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..b212aca5
--- /dev/null
+++ b/src/datavis3d/engine/shaders/fragmentShaderColorOnY
@@ -0,0 +1,33 @@
+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;
+uniform highp vec3 lightPosition_wrld;
+uniform highp vec3 color_mdl;
+uniform highp float lightStrength;
+void main() {
+ //highp vec3 materialDiffuseColor = vec3(coords_mdl.y, coords_mdl.y, coords_mdl.y) * color_mdl;
+ highp vec3 materialDiffuseColor = vec3(coords_mdl.y * color_mdl.y, coords_mdl.y * color_mdl.z, coords_mdl.y * color_mdl.x);
+ //highp vec3 materialDiffuseColor = vec3(position_wrld.y, 0.2, position_wrld.y);
+ highp vec3 materialAmbientColor = vec3(0.5, 0.5, 0.5) * 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;
+}
+