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authorTomi Korpipää <tomi.korpipaa@digia.com>2014-04-15 10:32:03 +0300
committerTomi Korpipää <tomi.korpipaa@digia.com>2014-04-15 10:40:38 +0300
commita30c0c304e55ffe30545ab0838e4dbe11a99b8da (patch)
treece6ccc0e4de8e350aebec466ff0a70c0fd7710bc /src/datavisualization/engine/shaders/texture_ES2.frag
parent79646ac9664745701667104c19bbae8cba8fd2e3 (diff)
Add custom item support, part 1
Task-number: QTRD-2866 + Added API for adding and removing custom items + Added custom data and custom render items + Added shaders for textured objects + Added custom item rendering draft to scatter + Fixed some shaders - to be continued in part 2 Change-Id: I9735fd02fc9e86ae486cca4c06f6d7f2a4b0b7da Reviewed-by: Mika Salmela <mika.salmela@digia.com>
Diffstat (limited to 'src/datavisualization/engine/shaders/texture_ES2.frag')
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diff --git a/src/datavisualization/engine/shaders/texture_ES2.frag b/src/datavisualization/engine/shaders/texture_ES2.frag
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+varying highp vec2 UV;
+varying highp vec2 coords_mdl;
+varying highp vec3 position_wrld;
+varying highp vec3 normal_cmr;
+varying highp vec3 eyeDirection_cmr;
+varying highp vec3 lightDirection_cmr;
+
+uniform highp vec3 lightPosition_wrld;
+uniform highp sampler2D textureSampler;
+uniform highp float lightStrength;
+uniform highp float ambientStrength;
+uniform highp vec3 lightColor;
+
+void main() {
+ highp vec3 materialDiffuseColor = texture2D(textureSampler, UV).rgb;
+ highp vec3 materialAmbientColor = lightColor * ambientStrength * materialDiffuseColor;
+ highp vec3 materialSpecularColor = lightColor;
+
+ 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 * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha) / distance;
+ gl_FragColor.a = texture2D(textureSampler, UV).a;
+ gl_FragColor.rgb = clamp(gl_FragColor.rgb, 0.0, 1.0);
+}
+