diff options
Diffstat (limited to 'src/datavis3d/engine/shaders/fragmentShaderTexture')
-rw-r--r-- | src/datavis3d/engine/shaders/fragmentShaderTexture | 39 |
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); } |