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authorTomi Korpipää <tomi.korpipaa@digia.com>2013-09-24 12:59:38 +0300
committerTomi Korpipää <tomi.korpipaa@digia.com>2013-09-24 13:07:31 +0300
commit02cea907917a09f66e60dd5005f53780086df7e6 (patch)
tree1e4460bdc7fdc7ac908a21a14d391a82570801ad /src/datavisualization/engine/shaders/surface.frag
parent467b7f3ef70b5e4ad898de2369af1567b1128326 (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.frag5
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);
}