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-rw-r--r--src/datavis3d/engine/shaders/fragmentShader30
-rw-r--r--src/datavis3d/engine/shaders/fragmentShaderAmbient31
-rw-r--r--src/datavis3d/engine/shaders/vertexShader25
3 files changed, 86 insertions, 0 deletions
diff --git a/src/datavis3d/engine/shaders/fragmentShader b/src/datavis3d/engine/shaders/fragmentShader
new file mode 100644
index 00000000..365f653e
--- /dev/null
+++ b/src/datavis3d/engine/shaders/fragmentShader
@@ -0,0 +1,30 @@
+varying highp vec2 UV;
+varying highp vec3 position_wrld;
+varying highp vec3 normal_cmr;
+varying highp vec3 eyeDirection_cmr;
+varying highp vec3 lightDirection_cmr;
+uniform highp vec3 lightPosition_wrld;
+uniform highp vec3 color_mdl;
+uniform highp float lightStrength;
+void main() {
+ highp vec3 materialDiffuseColor = color_mdl;
+ highp vec3 materialAmbientColor = vec3(0.5, 0.5, 0.5) * 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;
+}
+
diff --git a/src/datavis3d/engine/shaders/fragmentShaderAmbient b/src/datavis3d/engine/shaders/fragmentShaderAmbient
new file mode 100644
index 00000000..7614570e
--- /dev/null
+++ b/src/datavis3d/engine/shaders/fragmentShaderAmbient
@@ -0,0 +1,31 @@
+varying highp vec2 UV;
+varying highp vec3 position_wrld;
+varying highp vec3 normal_cmr;
+varying highp vec3 eyeDirection_cmr;
+varying highp vec3 lightDirection_cmr;
+uniform highp vec3 lightPosition_wrld;
+uniform highp vec3 color_mdl;
+void main() {
+ highp vec3 lightColor = vec3(1.0, 1.0, 1.0);
+ highp float lightPower = 10.0;
+ highp vec3 materialAmbientColor = vec3(0.5, 0.5, 0.5) * color_mdl;
+ //highp vec3 materialDiffuseColor = vec3(0.1, 0.1, 0.1) * color_mdl;
+ highp vec3 materialSpecularColor = vec3(0.3, 0.3, 0.3) * color_mdl;
+ 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 =
+ materialAmbientColor +
+ //materialDiffuseColor * lightColor * lightPower * cosTheta / (distance * distance) +
+ materialSpecularColor * lightColor * lightPower * (cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha) / (distance * distance);
+ gl_FragColor.a = 1.0;
+}
+
diff --git a/src/datavis3d/engine/shaders/vertexShader b/src/datavis3d/engine/shaders/vertexShader
new file mode 100644
index 00000000..19f9d617
--- /dev/null
+++ b/src/datavis3d/engine/shaders/vertexShader
@@ -0,0 +1,25 @@
+attribute highp vec3 vertexPosition_mdl;
+attribute highp vec2 vertexUV;
+attribute highp vec3 vertexNormal_mdl;
+uniform highp mat4 MVP;
+uniform highp mat4 V;
+uniform highp mat4 M;
+uniform highp mat4 itM;
+uniform highp vec3 lightPosition_wrld;
+varying highp vec2 UV;
+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() {
+ gl_Position = MVP * vec4(vertexPosition_mdl, 1.0);
+ coords_mdl = vertexPosition_mdl.xy;
+ position_wrld = (M * vec4(vertexPosition_mdl, 1.0)).xyz;
+ vec3 vertexPosition_cmr = (V * M * vec4(vertexPosition_mdl, 1.0)).xyz;
+ eyeDirection_cmr = vec3(0.0, 0.0, 0.0) - vertexPosition_cmr;
+ vec3 lightPosition_cmr = (V * vec4(lightPosition_wrld, 1.0)).xyz;
+ lightDirection_cmr = lightPosition_cmr + eyeDirection_cmr;
+ normal_cmr = (V * itM * vec4(vertexNormal_mdl, 0.0)).xyz; // Use modelMatrix's transposed inverse, as it's scaled
+ UV = vertexUV;
+}