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author | Tomi Korpipää <tomi.korpipaa@digia.com> | 2013-03-15 07:46:36 +0200 |
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committer | Tomi Korpipää <tomi.korpipaa@digia.com> | 2013-03-15 07:46:36 +0200 |
commit | 43bfc75bc7d4f403683dc0a67785e08dfa11fd5d (patch) | |
tree | 14f743f01e86c8b00740128a93294d48a7c046fb /src/datavis3d/engine/shaders | |
parent | 2689cc833c8479763e56e4abf725c159d0a832a1 (diff) |
Implemented bar selection and highlighting
Implemented highlighting on selected bar's row and column
Note: There's still a problem with lights and colors from center row backwards (not due to selection)
Diffstat (limited to 'src/datavis3d/engine/shaders')
-rw-r--r-- | src/datavis3d/engine/shaders/fragmentShaderColorOnY | 6 |
1 files changed, 2 insertions, 4 deletions
diff --git a/src/datavis3d/engine/shaders/fragmentShaderColorOnY b/src/datavis3d/engine/shaders/fragmentShaderColorOnY index 43ede08e..464cfe8c 100644 --- a/src/datavis3d/engine/shaders/fragmentShaderColorOnY +++ b/src/datavis3d/engine/shaders/fragmentShaderColorOnY @@ -1,4 +1,3 @@ -varying highp vec2 UV; varying highp vec3 position_wrld; varying highp vec3 normal_cmr; varying highp vec3 eyeDirection_cmr; @@ -9,7 +8,7 @@ uniform highp vec3 color_mdl; uniform highp float lightStrength; 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(0.2, 0.2, 0.2) * materialDiffuseColor; + highp vec3 materialAmbientColor = vec3(0.1, 0.1, 0.1) * color_mdl;//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); @@ -25,7 +24,6 @@ void main() { 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; + materialSpecularColor * lightStrength * (cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha) / distance; } |