diff options
author | Tomi Korpipää <tomi.korpipaa@digia.com> | 2013-09-24 12:59:38 +0300 |
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committer | Tomi Korpipää <tomi.korpipaa@digia.com> | 2013-09-24 13:07:31 +0300 |
commit | 02cea907917a09f66e60dd5005f53780086df7e6 (patch) | |
tree | 1e4460bdc7fdc7ac908a21a14d391a82570801ad /src/datavisualization/engine/shaders/surface.frag | |
parent | 467b7f3ef70b5e4ad898de2369af1567b1128326 (diff) |
Zero-color gradient fix for surface
Task-number: QTRD-2329
Change-Id: I616e2e97ac67ddd9fbdf2d0715f5841b3df46561
Change-Id: I616e2e97ac67ddd9fbdf2d0715f5841b3df46561
Reviewed-by: Mika Salmela <mika.salmela@digia.com>
Diffstat (limited to 'src/datavisualization/engine/shaders/surface.frag')
-rw-r--r-- | src/datavisualization/engine/shaders/surface.frag | 5 |
1 files changed, 1 insertions, 4 deletions
diff --git a/src/datavisualization/engine/shaders/surface.frag b/src/datavisualization/engine/shaders/surface.frag index 9fe7f45b..4b1357b1 100644 --- a/src/datavisualization/engine/shaders/surface.frag +++ b/src/datavisualization/engine/shaders/surface.frag @@ -1,6 +1,5 @@ #version 120 -varying highp vec2 UV; varying highp vec3 coords_mdl; varying highp vec3 position_wrld; varying highp vec3 normal_cmr; @@ -13,7 +12,7 @@ uniform highp float lightStrength; uniform highp float ambientStrength; void main() { - highp vec2 gradientUV = vec2(0.5, (coords_mdl.y + 1.0) / 2.0); + highp vec2 gradientUV = vec2(0.0, (coords_mdl.y + 1.001) / 2.0); // 1000 pixel texture, we need a margin for 1/1000 rounding error highp vec3 materialDiffuseColor = texture2D(textureSampler, gradientUV).xyz; highp vec3 materialAmbientColor = vec3(ambientStrength, ambientStrength, ambientStrength) * materialDiffuseColor; highp vec3 materialSpecularColor = vec3(1.0, 1.0, 1.0); @@ -28,12 +27,10 @@ void main() { highp vec3 R = reflect(-l, n); highp float cosAlpha = clamp(dot(E, R), 0.0, 1.0); -// gl_FragColor.rgb = materialDiffuseColor; gl_FragColor.rgb = materialAmbientColor + materialDiffuseColor * lightStrength * pow(cosTheta, 2) / distance + materialSpecularColor * lightStrength * pow(cosAlpha, 10) / distance; gl_FragColor.a = 1.0; -// gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); } |