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authorHeikkinen Miikka <miikka.heikkinen@digia.com>2013-05-17 12:21:40 +0300
committerTomi Korpipää <tomi.korpipaa@digia.com>2013-05-17 12:37:26 +0300
commit3dafad59b97532e8e68c0b7abca796f3a9527a6e (patch)
tree6dcb5bf6edc5aee39490b35db11202a20929d858 /src/datavis3d/engine/shaders
parent5963d52c1923cf2468c1fa4738e04a175196cc7d (diff)
Added datavis3d back under src
Change-Id: I209e8b3228b2ce0085c897db6fb2ea78e93afa67 Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
Diffstat (limited to 'src/datavis3d/engine/shaders')
-rw-r--r--src/datavis3d/engine/shaders/fragmentDepthTest7
-rw-r--r--src/datavis3d/engine/shaders/fragmentShader36
-rw-r--r--src/datavis3d/engine/shaders/fragmentShaderAmbient32
-rw-r--r--src/datavis3d/engine/shaders/fragmentShaderColorOnY33
-rw-r--r--src/datavis3d/engine/shaders/fragmentShaderDepth3
-rw-r--r--src/datavis3d/engine/shaders/fragmentShaderLabel8
-rw-r--r--src/datavis3d/engine/shaders/fragmentShaderSelection7
-rw-r--r--src/datavis3d/engine/shaders/fragmentShaderTexture35
-rw-r--r--src/datavis3d/engine/shaders/fragmentShadow140
-rw-r--r--src/datavis3d/engine/shaders/fragmentShadowNoTex147
-rw-r--r--src/datavis3d/engine/shaders/fragmentShadowNoTexColorOnY128
-rw-r--r--src/datavis3d/engine/shaders/vertexDepthTest9
-rw-r--r--src/datavis3d/engine/shaders/vertexShader28
-rw-r--r--src/datavis3d/engine/shaders/vertexShaderDepth8
-rw-r--r--src/datavis3d/engine/shaders/vertexShaderLabel11
-rw-r--r--src/datavis3d/engine/shaders/vertexShaderSelection7
-rw-r--r--src/datavis3d/engine/shaders/vertexShaderTexture26
-rw-r--r--src/datavis3d/engine/shaders/vertexShadow37
18 files changed, 702 insertions, 0 deletions
diff --git a/src/datavis3d/engine/shaders/fragmentDepthTest b/src/datavis3d/engine/shaders/fragmentDepthTest
new file mode 100644
index 00000000..d6c502e1
--- /dev/null
+++ b/src/datavis3d/engine/shaders/fragmentDepthTest
@@ -0,0 +1,7 @@
+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
new file mode 100644
index 00000000..5bf9c654
--- /dev/null
+++ b/src/datavis3d/engine/shaders/fragmentShader
@@ -0,0 +1,36 @@
+#version 120
+
+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.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 = 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 =
+ materialAmbientColor +
+ materialDiffuseColor * lightStrength * pow(cosTheta, 2) / distance +
+ materialSpecularColor * lightStrength * pow(cosAlpha, 10) / distance;
+ gl_FragColor.a = 1.0;
+}
+
diff --git a/src/datavis3d/engine/shaders/fragmentShaderAmbient b/src/datavis3d/engine/shaders/fragmentShaderAmbient
new file mode 100644
index 00000000..88f850f3
--- /dev/null
+++ b/src/datavis3d/engine/shaders/fragmentShaderAmbient
@@ -0,0 +1,32 @@
+#version 120
+
+uniform highp vec3 lightPosition_wrld;
+uniform highp vec3 color_mdl;
+
+varying highp vec3 position_wrld;
+varying highp vec3 normal_cmr;
+varying highp vec3 eyeDirection_cmr;
+varying highp vec3 lightDirection_cmr;
+
+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 = 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 =
+ materialAmbientColor +
+ materialSpecularColor * lightColor * lightPower * pow(cosAlpha, 5) / (distance * distance);
+ gl_FragColor.a = 1.0;
+}
+
diff --git a/src/datavis3d/engine/shaders/fragmentShaderColorOnY b/src/datavis3d/engine/shaders/fragmentShaderColorOnY
new file mode 100644
index 00000000..ee57e8e5
--- /dev/null
+++ b/src/datavis3d/engine/shaders/fragmentShaderColorOnY
@@ -0,0 +1,33 @@
+#version 120
+
+uniform highp vec3 lightPosition_wrld;
+uniform highp vec3 color_mdl;
+uniform highp float lightStrength;
+uniform highp float ambientStrength;
+
+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() {
+ 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 = 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 =
+ materialAmbientColor +
+ materialDiffuseColor * lightStrength * (cosTheta * cosTheta) / (distance * distance) +
+ materialSpecularColor * lightStrength * pow(cosAlpha, 5) / (distance * distance);
+}
+
diff --git a/src/datavis3d/engine/shaders/fragmentShaderDepth b/src/datavis3d/engine/shaders/fragmentShaderDepth
new file mode 100644
index 00000000..5cfd4b10
--- /dev/null
+++ b/src/datavis3d/engine/shaders/fragmentShaderDepth
@@ -0,0 +1,3 @@
+void main() {
+ gl_FragDepth = gl_FragCoord.z;
+}
diff --git a/src/datavis3d/engine/shaders/fragmentShaderLabel b/src/datavis3d/engine/shaders/fragmentShaderLabel
new file mode 100644
index 00000000..86021410
--- /dev/null
+++ b/src/datavis3d/engine/shaders/fragmentShaderLabel
@@ -0,0 +1,8 @@
+uniform sampler2D textureSampler;
+
+varying highp vec2 UV;
+
+void main() {
+ gl_FragColor = texture2D(textureSampler, UV);
+}
+
diff --git a/src/datavis3d/engine/shaders/fragmentShaderSelection b/src/datavis3d/engine/shaders/fragmentShaderSelection
new file mode 100644
index 00000000..66370224
--- /dev/null
+++ b/src/datavis3d/engine/shaders/fragmentShaderSelection
@@ -0,0 +1,7 @@
+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
new file mode 100644
index 00000000..d271f985
--- /dev/null
+++ b/src/datavis3d/engine/shaders/fragmentShaderTexture
@@ -0,0 +1,35 @@
+#version 120
+
+uniform highp vec3 lightPosition_wrld;
+uniform highp vec3 color_mdl;
+uniform highp float lightStrength;
+uniform highp float ambientStrength;
+uniform sampler2D textureSampler;
+
+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() {
+ 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 = 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 =
+ materialAmbientColor +
+ materialDiffuseColor * lightStrength * (cosTheta * cosTheta) / distance +
+ materialSpecularColor * lightStrength * pow(cosAlpha, 10) / distance;
+ gl_FragColor.a = 1.0;
+}
+
diff --git a/src/datavis3d/engine/shaders/fragmentShadow b/src/datavis3d/engine/shaders/fragmentShadow
new file mode 100644
index 00000000..3a6ffc5a
--- /dev/null
+++ b/src/datavis3d/engine/shaders/fragmentShadow
@@ -0,0 +1,140 @@
+#version 120
+//#version 130 // use with version 1
+
+uniform highp float lightStrength;
+uniform highp float ambientStrength;
+uniform highp float shadowQuality;
+uniform highp sampler2D textureSampler;
+uniform highp sampler2DShadow shadowMap; // use with version 2
+//uniform highp sampler2D shadowMap; // use with version 1
+
+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;
+
+const highp vec2 poissonDisk[16] = vec2[](vec2(-0.94201624, -0.39906216),
+ vec2(0.94558609, -0.76890725),
+ vec2(-0.094184101, -0.92938870),
+ vec2(0.34495938, 0.29387760),
+ vec2(-0.91588581, 0.45771432),
+ vec2(-0.81544232, -0.87912464),
+ vec2(-0.38277543, 0.27676845),
+ vec2(0.97484398, 0.75648379),
+ vec2(0.44323325, -0.97511554),
+ vec2(0.53742981, -0.47373420),
+ vec2(-0.26496911, -0.41893023),
+ vec2(0.79197514, 0.19090188),
+ vec2(-0.24188840, 0.99706507),
+ vec2(-0.81409955, 0.91437590),
+ vec2(0.19984126, 0.78641367),
+ vec2(0.14383161, -0.14100790));
+
+/*float random(vec3 seed, int i) {
+ vec4 seed4 = vec4(seed, i);
+ float dot_product = dot(seed4, vec4(12.9898, 78.233, 45.164, 94.673));
+ return fract(sin(dot_product) * 43758.5453);
+}*/
+
+// Version 1: Causes self-shadowing, but shadows are smooth
+/*void main() {
+ float shadowFactor = 1.0; // default to '1' meaning "no shadow"
+ //float epsilon = 0.01; // increase value to remove little artifacts
+ vec4 shadCoordsPD = shadowCoord;
+ shadCoordsPD.z += 0.005;
+ shadCoordsPD /= 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 {
+ // This does not work perfectly. It causes self-shadowing, which we should get rid of.
+ // Requires at least #version 130
+ float shadow = 0.0;
+ shadow += textureProjOffset(shadowMap, shadCoordsPD, ivec2(0, 0));
+ shadow += textureProjOffset(shadowMap, shadCoordsPD, ivec2(-1, 1));
+ shadow += textureProjOffset(shadowMap, shadCoordsPD, ivec2(1, 1));
+ shadow += textureProjOffset(shadowMap, shadCoordsPD, ivec2(-1, -1));
+ shadow += textureProjOffset(shadowMap, shadCoordsPD, ivec2(1, -1));
+ shadow *= 0.2;
+ shadowFactor = shadow;
+ //float shadow = texture2D(shadowMap, shadCoordsPD.xy).x;
+ //if (shadow + epsilon < shadCoordsPD.z) {
+ // shadowFactor = 0.0;
+ //}
+ }
+ // shadow is dark gray, other parts light gray
+ //gl_FragColor = vec4(0.8, 0.8, 0.8, 1.0) * shadowFactor;// + vec4(0.2, 0.2, 0.2, 1.0);
+ // simple shadows with no effect from light
+ //gl_FragColor = texture2D(textureSampler, UV) * shadowFactor;
+
+ // shadows including effects from light
+ highp vec3 materialDiffuseColor = texture2D(textureSampler, UV).rgb;
+ highp vec3 materialAmbientColor = vec3(ambientStrength, ambientStrength, ambientStrength) * materialDiffuseColor;
+ highp vec3 materialSpecularColor = vec3(0.2, 0.2, 0.2);
+
+ 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);
+
+ // Shadow strength can be adjusted by using pow(shadowFactor, strength), but it causes self-shadowing issues that need to be solved
+ gl_FragColor.rgb =
+ shadowFactor * (materialAmbientColor +
+ materialDiffuseColor * lightStrength * cosTheta +
+ materialSpecularColor * lightStrength * pow(cosAlpha, 10));
+ gl_FragColor.a = 1.0;
+}*/
+
+// Version 2: Shadows are a bit rugged (may be fixed with poisson disk?)
+void main() {
+ highp vec3 materialDiffuseColor = texture2D(textureSampler, UV).rgb;
+ highp vec3 materialAmbientColor = vec3(ambientStrength, ambientStrength, ambientStrength) * materialDiffuseColor;
+ highp vec3 materialSpecularColor = vec3(0.2, 0.2, 0.2);
+
+ 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);
+
+ highp float bias = 0.005 * tan(acos(cosTheta));
+ bias = clamp(bias, 0.0, 0.01);
+
+ vec4 shadCoords = shadowCoord;
+ shadCoords.z -= bias;
+ // adjust shadow strength by increasing the multiplier and lowering the addition (their sum must be 1)
+ // direct method; needs large shadow texture to look good
+ //highp float visibility = 0.75 * shadow2DProj(shadowMap, shadCoords).r + 0.25;
+ // poisson disk sampling; smoothes edges
+ highp float visibility = 0.2;
+ for (int i = 0; i < 15; i++) {
+ vec4 shadCoordsPD = shadCoords;
+ shadCoordsPD.x += cos(poissonDisk[i].x) / shadowQuality;
+ shadCoordsPD.y += sin(poissonDisk[i].y) / shadowQuality;
+ visibility += 0.05 * shadow2DProj(shadowMap, shadCoordsPD).r;
+ }
+ // stratified poisson; produces noise but hides pixel edges well
+ /*for (int i = 0; i < 15; i++) {
+ vec4 shadCoordsPD = shadCoords;
+ int index = int(16.0 * random(gl_FragCoord.xyy, i));
+ shadCoordsPD.xy += poissonDisk[index] / 150.0;
+ visibility += 0.05 * shadow2DProj(shadowMap, shadCoordsPD).r;
+ }
+ */
+
+ gl_FragColor.rgb =
+ visibility * (materialAmbientColor +
+ materialDiffuseColor * lightStrength * cosTheta +
+ materialSpecularColor * lightStrength * pow(cosAlpha, 10));
+ gl_FragColor.a = 1.0;
+}
diff --git a/src/datavis3d/engine/shaders/fragmentShadowNoTex b/src/datavis3d/engine/shaders/fragmentShadowNoTex
new file mode 100644
index 00000000..a08b6b40
--- /dev/null
+++ b/src/datavis3d/engine/shaders/fragmentShadowNoTex
@@ -0,0 +1,147 @@
+#version 120
+//#version 130 // use with version 1
+
+uniform highp float lightStrength;
+uniform highp float ambientStrength;
+uniform highp float shadowQuality;
+uniform highp vec3 color_mdl;
+uniform highp sampler2DShadow shadowMap; // use with version 2
+//uniform highp sampler2D shadowMap; // use with version 1
+
+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;
+
+const highp vec2 poissonDisk[16] = vec2[](vec2(-0.94201624, -0.39906216),
+ vec2(0.94558609, -0.76890725),
+ vec2(-0.094184101, -0.92938870),
+ vec2(0.34495938, 0.29387760),
+ vec2(-0.91588581, 0.45771432),
+ vec2(-0.81544232, -0.87912464),
+ vec2(-0.38277543, 0.27676845),
+ vec2(0.97484398, 0.75648379),
+ vec2(0.44323325, -0.97511554),
+ vec2(0.53742981, -0.47373420),
+ vec2(-0.26496911, -0.41893023),
+ vec2(0.79197514, 0.19090188),
+ vec2(-0.24188840, 0.99706507),
+ vec2(-0.81409955, 0.91437590),
+ vec2(0.19984126, 0.78641367),
+ vec2(0.14383161, -0.14100790));
+
+/*const highp vec2 poissonDisk[16] = vec2[](vec2(-0.25, -0.25),
+ vec2(0.25, -0.25),
+ vec2(-0.25, 0.25),
+ vec2(0.25, 0.25),
+ vec2(-0.5, -0.5),
+ vec2(0.5, -0.5),
+ vec2(-0.5, 0.5),
+ vec2(0.5, 0.5),
+ vec2(-0.75, -0.75),
+ vec2(0.75, -0.75),
+ vec2(-0.75, 0.75),
+ vec2(0.75, 0.75),
+ vec2(-1.0, -1.0),
+ vec2(1.0, -1.0),
+ vec2(-1.0, 1.0),
+ vec2(1.0, 1.0));*/
+
+/*float random(vec3 seed, int i) {
+ vec4 seed4 = vec4(seed, i);
+ float dot_product = dot(seed4, vec4(12.9898, 78.233, 45.164, 94.673));
+ return fract(sin(dot_product) * 43758.5453);
+}*/
+
+// Version 1: Causes self-shadowing, but shadows are smooth
+/*void main() {
+ float shadowFactor = 1.0; // default to '1' meaning "no shadow"
+ vec4 shadCoordsPD = shadowCoord;
+ shadCoordsPD.z += 0.005;
+ shadCoordsPD /= 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 {
+ // This does not work perfectly. It causes self-shadowing, which we should get rid of.
+ // Requires at least #version 130
+ float shadow = 0.0;
+ shadow += textureProjOffset(shadowMap, shadCoordsPD, ivec2(0, 0));
+ shadow += textureProjOffset(shadowMap, shadCoordsPD, ivec2(-1, 1));
+ shadow += textureProjOffset(shadowMap, shadCoordsPD, ivec2(1, 1));
+ shadow += textureProjOffset(shadowMap, shadCoordsPD, ivec2(-1, -1));
+ shadow += textureProjOffset(shadowMap, shadCoordsPD, ivec2(1, -1));
+ shadow *= 0.2;
+ shadowFactor = shadow;
+ }
+
+ highp vec3 materialDiffuseColor = color_mdl.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 = 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);
+
+ // Shadow strength can be adjusted by using pow(shadowFactor, strength), but it causes self-shadowing issues that need to be solved
+ gl_FragColor.rgb =
+ shadowFactor * (materialAmbientColor +
+ materialDiffuseColor * lightStrength * cosTheta +
+ materialSpecularColor * lightStrength * pow(cosAlpha, 20));
+ gl_FragColor.a = 1.0;
+}*/
+
+// Version 2: Shadows are a bit rugged (may be fixed with poisson disk?)
+void main() {
+ highp vec3 materialDiffuseColor = color_mdl.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 = 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);
+
+ highp float bias = 0.005 * tan(acos(cosTheta));
+ bias = clamp(bias, 0.0, 0.01);
+
+ vec4 shadCoords = shadowCoord;
+ shadCoords.z -= bias;
+ // adjust shadow strength by increasing the multiplier and lowering the addition (their sum must be 1)
+ // direct method; needs large shadow texture to look good
+ //highp float visibility = 0.75 * shadow2DProj(shadowMap, shadCoords).r + 0.25;
+ // poisson disk sampling; smoothes edges
+ highp float visibility = 0.2;
+ for (int i = 0; i < 15; i++) {
+ vec4 shadCoordsPD = shadCoords;
+ shadCoordsPD.x += cos(poissonDisk[i].x) / shadowQuality;
+ shadCoordsPD.y += sin(poissonDisk[i].y) / shadowQuality;
+ visibility += 0.05 * shadow2DProj(shadowMap, shadCoordsPD).r;
+ }
+ // stratified poisson; produces noise but hides pixel edges well
+ /*for (int i = 0; i < 15; i++) {
+ vec4 shadCoordsPD = shadCoords;
+ int index = int(16.0 * random(gl_FragCoord.xyy, i));
+ shadCoordsPD.xy += poissonDisk[index] / 150.0;
+ visibility += 0.05 * shadow2DProj(shadowMap, shadCoordsPD).r;
+ }
+ */
+
+ gl_FragColor.rgb =
+ visibility * (materialAmbientColor +
+ materialDiffuseColor * lightStrength * cosTheta +
+ materialSpecularColor * lightStrength * pow(cosAlpha, 10));
+ gl_FragColor.a = 1.0;
+}
diff --git a/src/datavis3d/engine/shaders/fragmentShadowNoTexColorOnY b/src/datavis3d/engine/shaders/fragmentShadowNoTexColorOnY
new file mode 100644
index 00000000..d208c5fd
--- /dev/null
+++ b/src/datavis3d/engine/shaders/fragmentShadowNoTexColorOnY
@@ -0,0 +1,128 @@
+#version 120
+//#version 130 // use with version 1
+
+uniform highp float lightStrength;
+uniform highp float ambientStrength;
+uniform highp float shadowQuality;
+uniform highp vec3 color_mdl;
+uniform highp sampler2DShadow shadowMap; // use with version 2
+//uniform highp sampler2D shadowMap; // use with version 1
+
+varying highp vec4 shadowCoord;
+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;
+
+const highp vec2 poissonDisk[16] = vec2[](vec2(-0.94201624, -0.39906216),
+ vec2(0.94558609, -0.76890725),
+ vec2(-0.094184101, -0.92938870),
+ vec2(0.34495938, 0.29387760),
+ vec2(-0.91588581, 0.45771432),
+ vec2(-0.81544232, -0.87912464),
+ vec2(-0.38277543, 0.27676845),
+ vec2(0.97484398, 0.75648379),
+ vec2(0.44323325, -0.97511554),
+ vec2(0.53742981, -0.47373420),
+ vec2(-0.26496911, -0.41893023),
+ vec2(0.79197514, 0.19090188),
+ vec2(-0.24188840, 0.99706507),
+ vec2(-0.81409955, 0.91437590),
+ vec2(0.19984126, 0.78641367),
+ vec2(0.14383161, -0.14100790));
+
+/*float random(vec3 seed, int i) {
+ vec4 seed4 = vec4(seed, i);
+ float dot_product = dot(seed4, vec4(12.9898, 78.233, 45.164, 94.673));
+ return fract(sin(dot_product) * 43758.5453);
+}*/
+
+// Version 1: Causes self-shadowing, but shadows are smooth
+/*void main() {
+ float shadowFactor = 1.0; // default to '1' meaning "no shadow"
+ vec4 shadCoordsPD = shadowCoord;
+ shadCoordsPD.z += 0.005;
+ shadCoordsPD /= 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 {
+ // This does not work perfectly. It causes self-shadowing, which we should get rid of.
+ // Requires at least #version 130
+ float shadow = 0.0;
+ shadow += textureProjOffset(shadowMap, shadCoordsPD, ivec2(0, 0));
+ shadow += textureProjOffset(shadowMap, shadCoordsPD, ivec2(-1, 1));
+ shadow += textureProjOffset(shadowMap, shadCoordsPD, ivec2(1, 1));
+ shadow += textureProjOffset(shadowMap, shadCoordsPD, ivec2(-1, -1));
+ shadow += textureProjOffset(shadowMap, shadCoordsPD, ivec2(1, -1));
+ shadow *= 0.2;
+ shadowFactor = shadow;
+ }
+
+ 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 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);
+
+ // Shadow strength can be adjusted by using pow(shadowFactor, strength), but it causes self-shadowing issues that need to be solved
+ gl_FragColor.rgb =
+ shadowFactor * (materialAmbientColor +
+ materialDiffuseColor * lightStrength * cosTheta +
+ materialSpecularColor * lightStrength * pow(cosAlpha, 20));
+ gl_FragColor.a = 1.0;
+}*/
+
+// Version 2: Shadows are a bit rugged (may be fixed with poisson disk?)
+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 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);
+
+ highp float bias = 0.005 * tan(acos(cosTheta));
+ bias = clamp(bias, 0.0, 0.01);
+
+ vec4 shadCoords = shadowCoord;
+ shadCoords.z -= bias;
+ // adjust shadow strength by increasing the multiplier and lowering the addition (their sum must be 1)
+ // direct method; needs large shadow texture to look good
+ //highp float visibility = 0.75 * shadow2DProj(shadowMap, shadCoords).r + 0.25;
+ // poisson disk sampling; smoothes edges
+ highp float visibility = 0.2;
+ for (int i = 0; i < 15; i++) {
+ vec4 shadCoordsPD = shadCoords;
+ shadCoordsPD.x += cos(poissonDisk[i].x) / shadowQuality;
+ shadCoordsPD.y += sin(poissonDisk[i].y) / shadowQuality;
+ visibility += 0.05 * shadow2DProj(shadowMap, shadCoordsPD).r;
+ }
+ /*for (int i = 0; i < 15; i++) {
+ vec4 shadCoordsPD = shadCoords;
+ int index = int(16.0 * random(gl_FragCoord.xyy, i));
+ shadCoordsPD.xy += poissonDisk[index] / 150.0;
+ visibility += 0.05 * shadow2DProj(shadowMap, shadCoordsPD).r;
+ }*/
+
+ gl_FragColor.rgb =
+ visibility * (materialAmbientColor +
+ materialDiffuseColor * lightStrength * cosTheta +
+ materialSpecularColor * lightStrength * pow(cosAlpha, 10));
+ gl_FragColor.a = 1.0;
+}
diff --git a/src/datavis3d/engine/shaders/vertexDepthTest b/src/datavis3d/engine/shaders/vertexDepthTest
new file mode 100644
index 00000000..d62f1aa7
--- /dev/null
+++ b/src/datavis3d/engine/shaders/vertexDepthTest
@@ -0,0 +1,9 @@
+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
new file mode 100644
index 00000000..14f77773
--- /dev/null
+++ b/src/datavis3d/engine/shaders/vertexShader
@@ -0,0 +1,28 @@
+#version 120
+
+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 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;
+}
diff --git a/src/datavis3d/engine/shaders/vertexShaderDepth b/src/datavis3d/engine/shaders/vertexShaderDepth
new file mode 100644
index 00000000..9fe5a193
--- /dev/null
+++ b/src/datavis3d/engine/shaders/vertexShaderDepth
@@ -0,0 +1,8 @@
+uniform highp mat4 MVP;
+
+attribute highp vec3 vertexPosition_mdl;
+
+void main() {
+ gl_Position = MVP * vec4(vertexPosition_mdl, 1.0);
+}
+
diff --git a/src/datavis3d/engine/shaders/vertexShaderLabel b/src/datavis3d/engine/shaders/vertexShaderLabel
new file mode 100644
index 00000000..b4debe53
--- /dev/null
+++ b/src/datavis3d/engine/shaders/vertexShaderLabel
@@ -0,0 +1,11 @@
+uniform highp mat4 MVP;
+
+attribute highp vec3 vertexPosition_mdl;
+attribute highp vec2 vertexUV;
+
+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
new file mode 100644
index 00000000..64d17e15
--- /dev/null
+++ b/src/datavis3d/engine/shaders/vertexShaderSelection
@@ -0,0 +1,7 @@
+uniform highp mat4 MVP;
+
+attribute highp vec3 vertexPosition_mdl;
+
+void main() {
+ gl_Position = MVP * vec4(vertexPosition_mdl, 1.0);
+}
diff --git a/src/datavis3d/engine/shaders/vertexShaderTexture b/src/datavis3d/engine/shaders/vertexShaderTexture
new file mode 100644
index 00000000..01f922e0
--- /dev/null
+++ b/src/datavis3d/engine/shaders/vertexShaderTexture
@@ -0,0 +1,26 @@
+uniform highp mat4 MVP;
+uniform highp mat4 V;
+uniform highp mat4 M;
+uniform highp mat4 itM;
+uniform highp vec3 lightPosition_wrld;
+
+attribute highp vec3 vertexPosition_mdl;
+attribute highp vec2 vertexUV;
+attribute highp vec3 vertexNormal_mdl;
+
+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;
+ UV = vertexUV;
+}
diff --git a/src/datavis3d/engine/shaders/vertexShadow b/src/datavis3d/engine/shaders/vertexShadow
new file mode 100644
index 00000000..e29a8a30
--- /dev/null
+++ b/src/datavis3d/engine/shaders/vertexShadow
@@ -0,0 +1,37 @@
+#version 120
+
+uniform highp mat4 MVP;
+uniform highp mat4 V;
+uniform highp mat4 M;
+uniform highp mat4 itM;
+uniform highp mat4 depthMVP;
+uniform highp vec3 lightPosition_wrld;
+
+attribute highp vec3 vertexPosition_mdl;
+attribute highp vec3 vertexNormal_mdl;
+attribute highp vec2 vertexUV;
+
+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;
+varying highp vec2 coords_mdl;
+
+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);
+ coords_mdl = vertexPosition_mdl.xy;
+ 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;
+ UV = vertexUV;
+}