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author | Miikka Heikkinen <miikka.heikkinen@digia.com> | 2014-06-05 12:00:24 +0300 |
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committer | Miikka Heikkinen <miikka.heikkinen@digia.com> | 2014-06-05 12:03:16 +0300 |
commit | cfbfbea7d932f98c3f541bb4fc3e975ffb7a5658 (patch) | |
tree | bed376368e9611c751cf1dd75b85de2827d67325 /src/datavisualization/engine/shaders/colorOnY_ES2.frag | |
parent | 8435c15d224a4e9db0920ecd33c4bea3e70d83bf (diff) | |
parent | c51e0f83ef6dd9e85db6953995585ba0cafb35d7 (diff) |
Merge branch 'develop'
Change-Id: I3d06158cec5e54f69ff3d0606b7d1dfe1a8a2f70
Diffstat (limited to 'src/datavisualization/engine/shaders/colorOnY_ES2.frag')
-rw-r--r-- | src/datavisualization/engine/shaders/colorOnY_ES2.frag | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/src/datavisualization/engine/shaders/colorOnY_ES2.frag b/src/datavisualization/engine/shaders/colorOnY_ES2.frag index 5b553562..4352de05 100644 --- a/src/datavisualization/engine/shaders/colorOnY_ES2.frag +++ b/src/datavisualization/engine/shaders/colorOnY_ES2.frag @@ -1,11 +1,11 @@ -uniform highp vec3 lightPosition_wrld; uniform highp float lightStrength; uniform highp float ambientStrength; uniform sampler2D textureSampler; uniform highp float gradMin; uniform highp float gradHeight; -uniform highp vec3 lightColor; +uniform highp vec4 lightColor; +varying highp vec3 lightPosition_wrld_frag; varying highp vec3 position_wrld; varying highp vec3 normal_cmr; varying highp vec3 eyeDirection_cmr; @@ -15,10 +15,10 @@ varying highp vec2 coords_mdl; void main() { highp vec2 gradientUV = vec2(0.0, gradMin + ((coords_mdl.y + 1.0) * gradHeight)); highp vec3 materialDiffuseColor = texture2D(textureSampler, gradientUV).xyz; - highp vec3 materialAmbientColor = lightColor * ambientStrength * materialDiffuseColor; - highp vec3 materialSpecularColor = lightColor; + highp vec3 materialAmbientColor = lightColor.rgb * ambientStrength * materialDiffuseColor; + highp vec3 materialSpecularColor = lightColor.rgb; - highp float distance = length(lightPosition_wrld - position_wrld); + highp float distance = length(lightPosition_wrld_frag - position_wrld); highp vec3 n = normalize(normal_cmr); highp vec3 l = normalize(lightDirection_cmr); highp float cosTheta = dot(n, l); |