diff options
Diffstat (limited to 'src/datavisualization/engine/shaders/texture_ES2.frag')
-rw-r--r-- | src/datavisualization/engine/shaders/texture_ES2.frag | 40 |
1 files changed, 40 insertions, 0 deletions
diff --git a/src/datavisualization/engine/shaders/texture_ES2.frag b/src/datavisualization/engine/shaders/texture_ES2.frag new file mode 100644 index 00000000..82ad6614 --- /dev/null +++ b/src/datavisualization/engine/shaders/texture_ES2.frag @@ -0,0 +1,40 @@ +varying highp vec2 UV; +varying highp vec2 coords_mdl; +varying highp vec3 position_wrld; +varying highp vec3 normal_cmr; +varying highp vec3 eyeDirection_cmr; +varying highp vec3 lightDirection_cmr; +varying highp vec3 lightPosition_wrld_frag; + +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_frag - 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 * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha) / distance; + gl_FragColor.a = texture2D(textureSampler, UV).a; + gl_FragColor.rgb = clamp(gl_FragColor.rgb, 0.0, 1.0); +} + |