diff options
Diffstat (limited to 'src/datavis3d/engine/shaders/fragmentShaderTexture')
-rw-r--r-- | src/datavis3d/engine/shaders/fragmentShaderTexture | 40 |
1 files changed, 19 insertions, 21 deletions
diff --git a/src/datavis3d/engine/shaders/fragmentShaderTexture b/src/datavis3d/engine/shaders/fragmentShaderTexture index 9f2692f2..95c4f1a1 100644 --- a/src/datavis3d/engine/shaders/fragmentShaderTexture +++ b/src/datavis3d/engine/shaders/fragmentShaderTexture @@ -1,5 +1,4 @@ varying highp vec2 UV; -varying highp vec2 coords_mdl; varying highp vec3 position_wrld; varying highp vec3 normal_cmr; varying highp vec3 eyeDirection_cmr; @@ -10,25 +9,24 @@ uniform highp float lightStrength; uniform highp float ambientStrength; uniform sampler2D textureSampler; 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; } - //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; } - //if (cosAlpha > 1.0) { cosAlpha = 1.0; } - //gl_FragColor.rgb = //color_mdl + color_mdl * vec3(cosTheta * cosTheta) / (distance * distance) + vec3(cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha) / (distance * distance); - // materialAmbientColor + - // materialDiffuseColor * lightStrength * (cosTheta * cosTheta) / distance + - // materialSpecularColor * lightStrength * (cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha) / distance;//(distance * distance); - //gl_FragColor.a = 1.0; - gl_FragColor = texture2D(textureSampler, UV); + 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; } + 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; } + if (cosAlpha > 1.0) { cosAlpha = 1.0; } + gl_FragColor.rgb = //color_mdl + color_mdl * vec3(cosTheta * cosTheta) / (distance * distance) + vec3(cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha) / (distance * distance); + materialAmbientColor + + materialDiffuseColor * lightStrength * (cosTheta * cosTheta) / distance + + materialSpecularColor * lightStrength * (cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha) / distance;//(distance * distance); + gl_FragColor.a = 1.0; } |