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-rw-r--r--src/datavis3d/engine/shaders/fragmentShaderTexture39
1 files changed, 20 insertions, 19 deletions
diff --git a/src/datavis3d/engine/shaders/fragmentShaderTexture b/src/datavis3d/engine/shaders/fragmentShaderTexture
index f1b11908..9f2692f2 100644
--- a/src/datavis3d/engine/shaders/fragmentShaderTexture
+++ b/src/datavis3d/engine/shaders/fragmentShaderTexture
@@ -10,24 +10,25 @@ uniform highp float lightStrength;
uniform highp float ambientStrength;
uniform sampler2D textureSampler;
void main() {
- highp vec3 materialDiffuseColor = texture2D(textureSampler, UV);
- 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;
+ //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);
}