diff options
Diffstat (limited to 'src/datavis3d/engine/shaders/fragmentShaderColorOnY')
-rw-r--r-- | src/datavis3d/engine/shaders/fragmentShaderColorOnY | 33 |
1 files changed, 33 insertions, 0 deletions
diff --git a/src/datavis3d/engine/shaders/fragmentShaderColorOnY b/src/datavis3d/engine/shaders/fragmentShaderColorOnY new file mode 100644 index 00000000..ee57e8e5 --- /dev/null +++ b/src/datavis3d/engine/shaders/fragmentShaderColorOnY @@ -0,0 +1,33 @@ +#version 120 + +uniform highp vec3 lightPosition_wrld; +uniform highp vec3 color_mdl; +uniform highp float lightStrength; +uniform highp float ambientStrength; + +varying highp vec3 position_wrld; +varying highp vec3 normal_cmr; +varying highp vec3 eyeDirection_cmr; +varying highp vec3 lightDirection_cmr; +varying highp vec2 coords_mdl; + +void main() { + highp vec3 materialDiffuseColor = vec3(coords_mdl.y * color_mdl.x, coords_mdl.y * color_mdl.y, coords_mdl.y * color_mdl.z); + 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 = 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 * (cosTheta * cosTheta) / (distance * distance) + + materialSpecularColor * lightStrength * pow(cosAlpha, 5) / (distance * distance); +} + |