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-rw-r--r--src/datavisualization/engine/shaders/colorOnY_ES2.frag37
1 files changed, 37 insertions, 0 deletions
diff --git a/src/datavisualization/engine/shaders/colorOnY_ES2.frag b/src/datavisualization/engine/shaders/colorOnY_ES2.frag
new file mode 100644
index 00000000..78c778d3
--- /dev/null
+++ b/src/datavisualization/engine/shaders/colorOnY_ES2.frag
@@ -0,0 +1,37 @@
+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 float heightMod = coords_mdl.y + (1.0 - ambientStrength);
+ highp vec3 materialDiffuseColor = heightMod * color_mdl;
+ 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;
+ else 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;
+ else if (cosAlpha > 1.0) cosAlpha = 1.0;
+
+ gl_FragColor.rgb =
+ materialAmbientColor +
+ materialDiffuseColor * lightStrength * (cosTheta * cosTheta) / distance +
+ materialSpecularColor * lightStrength * (cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha) / distance;
+ gl_FragColor.a = 1.0;
+}
+