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author | Miikka Heikkinen <miikka.heikkinen@theqtcompany.com> | 2014-10-29 09:45:41 +0200 |
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committer | Miikka Heikkinen <miikka.heikkinen@theqtcompany.com> | 2014-10-29 09:45:41 +0200 |
commit | e3a4f132ca2a42af3d4bb889d6a17948b88d26a2 (patch) | |
tree | 554d2b8b3020dc71438301aa696dea1e9a36943a /src/datavisualization/engine/shaders/surfaceTexturedFlat.frag | |
parent | cc50608385cf77a0803431ece1385f341a400b75 (diff) | |
parent | bf716cfdf0afecccdb1f2eabb2e6a172c620fbff (diff) |
Merge branch 'develop'
Conflicts:
.qmake.conf
README
src/datavisualization/global/qdatavisualizationglobal.h
Change-Id: Ia6941dcf3e6aa17e2e9ebc6f60fac16ef5049f11
Diffstat (limited to 'src/datavisualization/engine/shaders/surfaceTexturedFlat.frag')
-rw-r--r-- | src/datavisualization/engine/shaders/surfaceTexturedFlat.frag | 39 |
1 files changed, 39 insertions, 0 deletions
diff --git a/src/datavisualization/engine/shaders/surfaceTexturedFlat.frag b/src/datavisualization/engine/shaders/surfaceTexturedFlat.frag new file mode 100644 index 00000000..7c654e0c --- /dev/null +++ b/src/datavisualization/engine/shaders/surfaceTexturedFlat.frag @@ -0,0 +1,39 @@ +#version 120 + +#extension GL_EXT_gpu_shader4 : require + +varying highp vec3 coords_mdl; +varying highp vec3 position_wrld; +flat varying highp vec3 normal_cmr; +varying highp vec3 eyeDirection_cmr; +varying highp vec3 lightDirection_cmr; +varying highp vec2 UV; + +uniform sampler2D textureSampler; +uniform highp vec3 lightPosition_wrld; +uniform highp float lightStrength; +uniform highp float ambientStrength; +uniform highp vec4 lightColor; + +void main() { + highp vec3 materialDiffuseColor = texture2D(textureSampler, UV).xyz; + highp vec3 materialAmbientColor = lightColor.rgb * ambientStrength * materialDiffuseColor; + highp vec3 materialSpecularColor = lightColor.rgb; + + 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; +} + |