diff options
author | Miikka Heikkinen <miikka.heikkinen@digia.com> | 2013-11-05 13:57:18 +0200 |
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committer | Miikka Heikkinen <miikka.heikkinen@digia.com> | 2013-11-07 09:43:46 +0200 |
commit | a61c6ee6533dca6723320c3955773cc5ccbfe2fa (patch) | |
tree | e459aa85f88da5f2a0e23c34266baecd2db5d1b8 /src/datavisualization/engine/shaders | |
parent | 9266f124979fa8a4fe7d8b2fb2db496b26aeeda9 (diff) |
Gradient support Part 1
TODO:
- Finish scatter
- QML (maybe left until data set is sorted, though)
Change-Id: I87a8117cb29f147080e0662c55b1098cb2e71689
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
Diffstat (limited to 'src/datavisualization/engine/shaders')
3 files changed, 15 insertions, 9 deletions
diff --git a/src/datavisualization/engine/shaders/colorOnY.frag b/src/datavisualization/engine/shaders/colorOnY.frag index 80e54a61..caea959b 100644 --- a/src/datavisualization/engine/shaders/colorOnY.frag +++ b/src/datavisualization/engine/shaders/colorOnY.frag @@ -1,9 +1,11 @@ #version 120 uniform highp vec3 lightPosition_wrld; -uniform highp vec3 color_mdl; uniform highp float lightStrength; uniform highp float ambientStrength; +uniform sampler2D textureSampler; +uniform highp float gradMin; +uniform highp float gradHeight; varying highp vec3 position_wrld; varying highp vec3 normal_cmr; @@ -12,8 +14,8 @@ varying highp vec3 lightDirection_cmr; varying highp vec2 coords_mdl; void main() { - highp float heightMod = (coords_mdl.y * 0.3) + 0.7; // Add 30% black to the bottom - highp vec3 materialDiffuseColor = heightMod * color_mdl; + highp vec2 gradientUV = vec2(0.0, gradMin + ((coords_mdl.y + 1.0) * gradHeight)); + 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); diff --git a/src/datavisualization/engine/shaders/colorOnY_ES2.frag b/src/datavisualization/engine/shaders/colorOnY_ES2.frag index aba52cfe..bb6e28c7 100644 --- a/src/datavisualization/engine/shaders/colorOnY_ES2.frag +++ b/src/datavisualization/engine/shaders/colorOnY_ES2.frag @@ -1,7 +1,9 @@ uniform highp vec3 lightPosition_wrld; -uniform highp vec3 color_mdl; uniform highp float lightStrength; uniform highp float ambientStrength; +uniform sampler2D textureSampler; +uniform highp float gradMin; +uniform highp float gradHeight; varying highp vec3 position_wrld; varying highp vec3 normal_cmr; @@ -10,8 +12,8 @@ varying highp vec3 lightDirection_cmr; varying highp vec2 coords_mdl; void main() { - highp float heightMod = (coords_mdl.y * 0.3) + 0.7; // Add 30% black to the bottom - highp vec3 materialDiffuseColor = heightMod * color_mdl; + highp vec2 gradientUV = vec2(0.0, gradMin + ((coords_mdl.y + 1.0) * gradHeight)); + 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); diff --git a/src/datavisualization/engine/shaders/shadowNoTexColorOnY.frag b/src/datavisualization/engine/shaders/shadowNoTexColorOnY.frag index 68ba2368..9882cd92 100644 --- a/src/datavisualization/engine/shaders/shadowNoTexColorOnY.frag +++ b/src/datavisualization/engine/shaders/shadowNoTexColorOnY.frag @@ -3,8 +3,10 @@ uniform highp float lightStrength; uniform highp float ambientStrength; uniform highp float shadowQuality; -uniform highp vec3 color_mdl; uniform highp sampler2DShadow shadowMap; +uniform sampler2D textureSampler; +uniform highp float gradMin; +uniform highp float gradHeight; varying highp vec4 shadowCoord; varying highp vec3 position_wrld; @@ -37,8 +39,8 @@ highp vec2 poissonDisk[16] = vec2[16](vec2(-0.94201624, -0.39906216), }*/ void main() { - highp float heightMod = (coords_mdl.y * 0.3) + 0.7; // Add 30% black to the bottom - highp vec3 materialDiffuseColor = heightMod * color_mdl; + highp vec2 gradientUV = vec2(0.0, gradMin + ((coords_mdl.y + 1.0) * gradHeight)); + 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); |