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authorTomi Korpipää <tomi.korpipaa@digia.com>2013-09-10 11:42:13 +0300
committerTomi Korpipää <tomi.korpipaa@digia.com>2013-09-10 12:04:24 +0300
commita28cdb72a4ea768a898ca07f0df0fa3c17c073a8 (patch)
tree0bafdcfa99fc783e9f5204539a8242bf6128d795 /src/datavisualization/engine/shaders/texture_ES2.frag
parentf3e38983d77c72f3121c33a149a58fdf9c64158c (diff)
Module renamed
Task-number: QTRD-2224 Change-Id: Iec18b6121809300b11d85445281d3c626c434f35 Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
Diffstat (limited to 'src/datavisualization/engine/shaders/texture_ES2.frag')
-rw-r--r--src/datavisualization/engine/shaders/texture_ES2.frag37
1 files changed, 37 insertions, 0 deletions
diff --git a/src/datavisualization/engine/shaders/texture_ES2.frag b/src/datavisualization/engine/shaders/texture_ES2.frag
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+++ b/src/datavisualization/engine/shaders/texture_ES2.frag
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+uniform highp vec3 lightPosition_wrld;
+uniform highp vec3 color_mdl;
+uniform highp float lightStrength;
+uniform highp float ambientStrength;
+uniform sampler2D textureSampler;
+
+varying highp vec2 UV;
+varying highp vec3 position_wrld;
+varying highp vec3 normal_cmr;
+varying highp vec3 eyeDirection_cmr;
+varying highp vec3 lightDirection_cmr;
+
+void main() {
+ highp vec3 materialDiffuseColor = texture2D(textureSampler, UV).rgb;
+ highp vec3 materialAmbientColor = vec3(ambientStrength, ambientStrength, ambientStrength) * materialDiffuseColor;
+ highp vec3 materialSpecularColor = vec3(1.0, 1.0, 1.0);
+
+ highp float distance = length(lightPosition_wrld - position_wrld);
+ highp vec3 n = normalize(normal_cmr);
+ highp vec3 l = normalize(lightDirection_cmr);
+ highp float cosTheta = dot(n, l);
+ if (cosTheta < 0.0) cosTheta = 0.0;
+ else if (cosTheta > 1.0) cosTheta = 1.0;
+
+ highp vec3 E = normalize(eyeDirection_cmr);
+ highp vec3 R = reflect(-l, n);
+ highp float cosAlpha = dot(E, R);
+ if (cosAlpha < 0.0) cosAlpha = 0.0;
+ else if (cosAlpha > 1.0) cosAlpha = 1.0;
+
+ gl_FragColor.rgb =
+ materialAmbientColor +
+ materialDiffuseColor * lightStrength * (cosTheta * cosTheta) / distance +
+ materialSpecularColor * lightStrength * (cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha) / distance;
+ gl_FragColor.a = texture2D(textureSampler, UV).a;
+}
+