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authorMiikka Heikkinen <miikka.heikkinen@digia.com>2014-06-05 12:00:24 +0300
committerMiikka Heikkinen <miikka.heikkinen@digia.com>2014-06-05 12:03:16 +0300
commitcfbfbea7d932f98c3f541bb4fc3e975ffb7a5658 (patch)
treebed376368e9611c751cf1dd75b85de2827d67325 /src/datavisualization/engine/shaders/colorOnY_ES2.frag
parent8435c15d224a4e9db0920ecd33c4bea3e70d83bf (diff)
parentc51e0f83ef6dd9e85db6953995585ba0cafb35d7 (diff)
Merge branch 'develop'
Diffstat (limited to 'src/datavisualization/engine/shaders/colorOnY_ES2.frag')
-rw-r--r--src/datavisualization/engine/shaders/colorOnY_ES2.frag10
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);