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-rw-r--r--src/datavisualization/engine/shaders/texture.frag37
1 files changed, 37 insertions, 0 deletions
diff --git a/src/datavisualization/engine/shaders/texture.frag b/src/datavisualization/engine/shaders/texture.frag
new file mode 100644
index 00000000..41c4259b
--- /dev/null
+++ b/src/datavisualization/engine/shaders/texture.frag
@@ -0,0 +1,37 @@
+#version 120
+
+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 sampler2D textureSampler;
+uniform highp float lightStrength;
+uniform highp float ambientStrength;
+uniform highp vec4 lightColor;
+
+void main() {
+ highp vec3 materialDiffuseColor = texture2D(textureSampler, UV).rgb;
+ highp vec3 materialAmbientColor = lightColor.rgb * ambientStrength * materialDiffuseColor;
+ highp vec3 materialSpecularColor = lightColor.rgb;
+
+ highp float distance = length(lightPosition_wrld - position_wrld);
+
+ highp vec3 n = normalize(normal_cmr);
+ highp vec3 l = normalize(lightDirection_cmr);
+ highp float cosTheta = clamp(dot(n, l), 0.0, 1.0);
+
+ highp vec3 E = normalize(eyeDirection_cmr);
+ highp vec3 R = reflect(-l, n);
+ highp float cosAlpha = clamp(dot(E, R), 0.0, 1.0);
+
+ gl_FragColor.rgb =
+ materialAmbientColor +
+ materialDiffuseColor * lightStrength * pow(cosTheta, 2) / distance +
+ materialSpecularColor * lightStrength * pow(cosAlpha, 10) / distance;
+ gl_FragColor.a = texture2D(textureSampler, UV).a;
+ gl_FragColor.rgb = clamp(gl_FragColor.rgb, 0.0, 1.0);
+}
+