summaryrefslogtreecommitdiffstats
path: root/src/datavisualization/engine/shaders
diff options
context:
space:
mode:
Diffstat (limited to 'src/datavisualization/engine/shaders')
-rw-r--r--src/datavisualization/engine/shaders/ambient.frag32
-rw-r--r--src/datavisualization/engine/shaders/colorOnY.frag8
-rw-r--r--src/datavisualization/engine/shaders/colorOnY_ES2.frag8
-rw-r--r--src/datavisualization/engine/shaders/default.vert2
-rw-r--r--src/datavisualization/engine/shaders/default_ES2.vert26
-rw-r--r--src/datavisualization/engine/shaders/plainColor.frag (renamed from src/datavisualization/engine/shaders/selection.frag)0
-rw-r--r--src/datavisualization/engine/shaders/plainColor.vert (renamed from src/datavisualization/engine/shaders/selection.vert)0
-rw-r--r--src/datavisualization/engine/shaders/point_ES2.vert (renamed from src/datavisualization/engine/shaders/surfaceGrid.vert)4
-rw-r--r--src/datavisualization/engine/shaders/shadowNoTexColorOnY.frag8
-rw-r--r--src/datavisualization/engine/shaders/surface.frag4
-rw-r--r--src/datavisualization/engine/shaders/surfaceFlat.frag2
-rw-r--r--src/datavisualization/engine/shaders/surfaceGrid.frag6
-rw-r--r--src/datavisualization/engine/shaders/surfaceShadowFlat.frag70
-rw-r--r--src/datavisualization/engine/shaders/surfaceShadowFlat.vert (renamed from src/datavisualization/engine/shaders/surface.vert)14
-rw-r--r--src/datavisualization/engine/shaders/surfaceShadowNoTex.frag68
-rw-r--r--src/datavisualization/engine/shaders/surface_ES2.frag4
-rw-r--r--src/datavisualization/engine/shaders/texture.frag35
-rw-r--r--src/datavisualization/engine/shaders/texture.vert26
-rw-r--r--src/datavisualization/engine/shaders/texture_ES2.frag37
19 files changed, 174 insertions, 180 deletions
diff --git a/src/datavisualization/engine/shaders/ambient.frag b/src/datavisualization/engine/shaders/ambient.frag
deleted file mode 100644
index 88f850f3..00000000
--- a/src/datavisualization/engine/shaders/ambient.frag
+++ /dev/null
@@ -1,32 +0,0 @@
-#version 120
-
-uniform highp vec3 lightPosition_wrld;
-uniform highp vec3 color_mdl;
-
-varying highp vec3 position_wrld;
-varying highp vec3 normal_cmr;
-varying highp vec3 eyeDirection_cmr;
-varying highp vec3 lightDirection_cmr;
-
-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 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 = 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 +
- materialSpecularColor * lightColor * lightPower * pow(cosAlpha, 5) / (distance * distance);
- gl_FragColor.a = 1.0;
-}
-
diff --git a/src/datavisualization/engine/shaders/colorOnY.frag b/src/datavisualization/engine/shaders/colorOnY.frag
index 80e54a61..caea959b 100644
--- a/src/datavisualization/engine/shaders/colorOnY.frag
+++ b/src/datavisualization/engine/shaders/colorOnY.frag
@@ -1,9 +1,11 @@
#version 120
uniform highp vec3 lightPosition_wrld;
-uniform highp vec3 color_mdl;
uniform highp float lightStrength;
uniform highp float ambientStrength;
+uniform sampler2D textureSampler;
+uniform highp float gradMin;
+uniform highp float gradHeight;
varying highp vec3 position_wrld;
varying highp vec3 normal_cmr;
@@ -12,8 +14,8 @@ varying highp vec3 lightDirection_cmr;
varying highp vec2 coords_mdl;
void main() {
- highp float heightMod = (coords_mdl.y * 0.3) + 0.7; // Add 30% black to the bottom
- highp vec3 materialDiffuseColor = heightMod * color_mdl;
+ highp vec2 gradientUV = vec2(0.0, gradMin + ((coords_mdl.y + 1.0) * gradHeight));
+ highp vec3 materialDiffuseColor = texture2D(textureSampler, gradientUV).xyz;
highp vec3 materialAmbientColor = vec3(ambientStrength, ambientStrength, ambientStrength) * materialDiffuseColor;
highp vec3 materialSpecularColor = vec3(1.0, 1.0, 1.0);
diff --git a/src/datavisualization/engine/shaders/colorOnY_ES2.frag b/src/datavisualization/engine/shaders/colorOnY_ES2.frag
index aba52cfe..bb6e28c7 100644
--- a/src/datavisualization/engine/shaders/colorOnY_ES2.frag
+++ b/src/datavisualization/engine/shaders/colorOnY_ES2.frag
@@ -1,7 +1,9 @@
uniform highp vec3 lightPosition_wrld;
-uniform highp vec3 color_mdl;
uniform highp float lightStrength;
uniform highp float ambientStrength;
+uniform sampler2D textureSampler;
+uniform highp float gradMin;
+uniform highp float gradHeight;
varying highp vec3 position_wrld;
varying highp vec3 normal_cmr;
@@ -10,8 +12,8 @@ varying highp vec3 lightDirection_cmr;
varying highp vec2 coords_mdl;
void main() {
- highp float heightMod = (coords_mdl.y * 0.3) + 0.7; // Add 30% black to the bottom
- highp vec3 materialDiffuseColor = heightMod * color_mdl;
+ highp vec2 gradientUV = vec2(0.0, gradMin + ((coords_mdl.y + 1.0) * gradHeight));
+ highp vec3 materialDiffuseColor = texture2D(textureSampler, gradientUV).xyz;
highp vec3 materialAmbientColor = vec3(ambientStrength, ambientStrength, ambientStrength) * materialDiffuseColor;
highp vec3 materialSpecularColor = vec3(1.0, 1.0, 1.0);
diff --git a/src/datavisualization/engine/shaders/default.vert b/src/datavisualization/engine/shaders/default.vert
index 14f77773..efb40862 100644
--- a/src/datavisualization/engine/shaders/default.vert
+++ b/src/datavisualization/engine/shaders/default.vert
@@ -1,5 +1,3 @@
-#version 120
-
attribute highp vec3 vertexPosition_mdl;
attribute highp vec2 vertexUV;
attribute highp vec3 vertexNormal_mdl;
diff --git a/src/datavisualization/engine/shaders/default_ES2.vert b/src/datavisualization/engine/shaders/default_ES2.vert
deleted file mode 100644
index efb40862..00000000
--- a/src/datavisualization/engine/shaders/default_ES2.vert
+++ /dev/null
@@ -1,26 +0,0 @@
-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 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;
-}
diff --git a/src/datavisualization/engine/shaders/selection.frag b/src/datavisualization/engine/shaders/plainColor.frag
index 099c87a1..099c87a1 100644
--- a/src/datavisualization/engine/shaders/selection.frag
+++ b/src/datavisualization/engine/shaders/plainColor.frag
diff --git a/src/datavisualization/engine/shaders/selection.vert b/src/datavisualization/engine/shaders/plainColor.vert
index 64d17e15..64d17e15 100644
--- a/src/datavisualization/engine/shaders/selection.vert
+++ b/src/datavisualization/engine/shaders/plainColor.vert
diff --git a/src/datavisualization/engine/shaders/surfaceGrid.vert b/src/datavisualization/engine/shaders/point_ES2.vert
index 5582d633..b2dfdd7b 100644
--- a/src/datavisualization/engine/shaders/surfaceGrid.vert
+++ b/src/datavisualization/engine/shaders/point_ES2.vert
@@ -1,6 +1,8 @@
-attribute highp vec3 vertexPosition_mdl;
uniform highp mat4 MVP;
+attribute highp vec3 vertexPosition_mdl;
+
void main() {
+ gl_PointSize = 5.0;
gl_Position = MVP * vec4(vertexPosition_mdl, 1.0);
}
diff --git a/src/datavisualization/engine/shaders/shadowNoTexColorOnY.frag b/src/datavisualization/engine/shaders/shadowNoTexColorOnY.frag
index 68ba2368..9882cd92 100644
--- a/src/datavisualization/engine/shaders/shadowNoTexColorOnY.frag
+++ b/src/datavisualization/engine/shaders/shadowNoTexColorOnY.frag
@@ -3,8 +3,10 @@
uniform highp float lightStrength;
uniform highp float ambientStrength;
uniform highp float shadowQuality;
-uniform highp vec3 color_mdl;
uniform highp sampler2DShadow shadowMap;
+uniform sampler2D textureSampler;
+uniform highp float gradMin;
+uniform highp float gradHeight;
varying highp vec4 shadowCoord;
varying highp vec3 position_wrld;
@@ -37,8 +39,8 @@ highp vec2 poissonDisk[16] = vec2[16](vec2(-0.94201624, -0.39906216),
}*/
void main() {
- highp float heightMod = (coords_mdl.y * 0.3) + 0.7; // Add 30% black to the bottom
- highp vec3 materialDiffuseColor = heightMod * color_mdl;
+ highp vec2 gradientUV = vec2(0.0, gradMin + ((coords_mdl.y + 1.0) * gradHeight));
+ highp vec3 materialDiffuseColor = texture2D(textureSampler, gradientUV).xyz;
highp vec3 materialAmbientColor = vec3(ambientStrength, ambientStrength, ambientStrength) * materialDiffuseColor;
highp vec3 materialSpecularColor = vec3(1.0, 1.0, 1.0);
diff --git a/src/datavisualization/engine/shaders/surface.frag b/src/datavisualization/engine/shaders/surface.frag
index 4b1357b1..576cc51f 100644
--- a/src/datavisualization/engine/shaders/surface.frag
+++ b/src/datavisualization/engine/shaders/surface.frag
@@ -1,6 +1,6 @@
#version 120
-varying highp vec3 coords_mdl;
+varying highp vec2 coords_mdl;
varying highp vec3 position_wrld;
varying highp vec3 normal_cmr;
varying highp vec3 eyeDirection_cmr;
@@ -12,7 +12,7 @@ uniform highp float lightStrength;
uniform highp float ambientStrength;
void main() {
- highp vec2 gradientUV = vec2(0.0, (coords_mdl.y + 1.001) / 2.0); // 1000 pixel texture, we need a margin for 1/1000 rounding error
+ highp vec2 gradientUV = vec2(0.0, (coords_mdl.y + 1.0) / 2.0);
highp vec3 materialDiffuseColor = texture2D(textureSampler, gradientUV).xyz;
highp vec3 materialAmbientColor = vec3(ambientStrength, ambientStrength, ambientStrength) * materialDiffuseColor;
highp vec3 materialSpecularColor = vec3(1.0, 1.0, 1.0);
diff --git a/src/datavisualization/engine/shaders/surfaceFlat.frag b/src/datavisualization/engine/shaders/surfaceFlat.frag
index 1f2a3822..fd42a289 100644
--- a/src/datavisualization/engine/shaders/surfaceFlat.frag
+++ b/src/datavisualization/engine/shaders/surfaceFlat.frag
@@ -14,7 +14,7 @@ uniform highp float lightStrength;
uniform highp float ambientStrength;
void main() {
- highp vec2 gradientUV = vec2(0.0, (coords_mdl.y + 1.001) / 2.0); // 1000 pixel texture, we need a margin for 1/1000 rounding error
+ highp vec2 gradientUV = vec2(0.0, (coords_mdl.y + 1.0) / 2.0);
highp vec3 materialDiffuseColor = texture2D(textureSampler, gradientUV).xyz;
highp vec3 materialAmbientColor = vec3(ambientStrength, ambientStrength, ambientStrength) * materialDiffuseColor;
highp vec3 materialSpecularColor = vec3(1.0, 1.0, 1.0);
diff --git a/src/datavisualization/engine/shaders/surfaceGrid.frag b/src/datavisualization/engine/shaders/surfaceGrid.frag
deleted file mode 100644
index 1658b316..00000000
--- a/src/datavisualization/engine/shaders/surfaceGrid.frag
+++ /dev/null
@@ -1,6 +0,0 @@
-uniform highp vec3 color_mdl;
-
-void main() {
- gl_FragColor.rgb = color_mdl;
-}
-
diff --git a/src/datavisualization/engine/shaders/surfaceShadowFlat.frag b/src/datavisualization/engine/shaders/surfaceShadowFlat.frag
new file mode 100644
index 00000000..6341136e
--- /dev/null
+++ b/src/datavisualization/engine/shaders/surfaceShadowFlat.frag
@@ -0,0 +1,70 @@
+#version 120
+
+#extension GL_EXT_gpu_shader4 : require
+
+varying highp vec3 coords_mdl;
+varying highp vec3 position_wrld;
+flat varying highp vec3 normal_cmr;
+varying highp vec3 eyeDirection_cmr;
+varying highp vec3 lightDirection_cmr;
+
+uniform highp sampler2DShadow shadowMap;
+uniform sampler2D textureSampler;
+varying highp vec4 shadowCoord;
+uniform highp vec3 lightPosition_wrld;
+uniform highp float lightStrength;
+uniform highp float ambientStrength;
+uniform highp float shadowQuality;
+
+highp vec2 poissonDisk[16] = vec2[16](vec2(-0.94201624, -0.39906216),
+ vec2(0.94558609, -0.76890725),
+ vec2(-0.094184101, -0.92938870),
+ vec2(0.34495938, 0.29387760),
+ vec2(-0.91588581, 0.45771432),
+ vec2(-0.81544232, -0.87912464),
+ vec2(-0.38277543, 0.27676845),
+ vec2(0.97484398, 0.75648379),
+ vec2(0.44323325, -0.97511554),
+ vec2(0.53742981, -0.47373420),
+ vec2(-0.26496911, -0.41893023),
+ vec2(0.79197514, 0.19090188),
+ vec2(-0.24188840, 0.99706507),
+ vec2(-0.81409955, 0.91437590),
+ vec2(0.19984126, 0.78641367),
+ vec2(0.14383161, -0.14100790));
+
+void main() {
+ highp vec2 gradientUV = vec2(0.0, (coords_mdl.y + 1.0) / 2.0);
+ highp vec3 materialDiffuseColor = texture2D(textureSampler, gradientUV).xyz;
+ highp vec3 materialAmbientColor = vec3(ambientStrength, ambientStrength, ambientStrength) * materialDiffuseColor;
+ highp vec3 materialSpecularColor = vec3(1.0, 1.0, 1.0);
+
+ 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);
+
+ highp float bias = 0.005 * tan(acos(cosTheta));
+ bias = clamp(bias, 0.0, 0.01);
+
+ vec4 shadCoords = shadowCoord;
+ shadCoords.z -= bias;
+
+ highp float visibility = 0.6;
+ for (int i = 0; i < 15; i++) {
+ vec4 shadCoordsPD = shadCoords;
+ shadCoordsPD.x += cos(poissonDisk[i].x) / shadowQuality;
+ shadCoordsPD.y += sin(poissonDisk[i].y) / shadowQuality;
+ visibility += 0.025 * shadow2DProj(shadowMap, shadCoordsPD).r;
+ }
+
+ gl_FragColor.rgb =
+ visibility * (materialAmbientColor +
+ materialDiffuseColor * lightStrength * cosTheta +
+ materialSpecularColor * lightStrength * pow(cosAlpha, 10));
+ gl_FragColor.a = 1.0;
+}
+
diff --git a/src/datavisualization/engine/shaders/surface.vert b/src/datavisualization/engine/shaders/surfaceShadowFlat.vert
index 28152abc..0a6e967f 100644
--- a/src/datavisualization/engine/shaders/surface.vert
+++ b/src/datavisualization/engine/shaders/surfaceShadowFlat.vert
@@ -1,3 +1,7 @@
+#version 120
+
+#extension GL_EXT_gpu_shader4 : require
+
attribute highp vec3 vertexPosition_mdl;
attribute highp vec3 vertexNormal_mdl;
@@ -5,17 +9,25 @@ uniform highp mat4 MVP;
uniform highp mat4 V;
uniform highp mat4 M;
uniform highp mat4 itM;
+uniform highp mat4 depthMVP;
uniform highp vec3 lightPosition_wrld;
varying highp vec3 position_wrld;
-varying highp vec3 normal_cmr;
+flat varying highp vec3 normal_cmr;
varying highp vec3 eyeDirection_cmr;
varying highp vec3 lightDirection_cmr;
+varying highp vec4 shadowCoord;
varying highp vec3 coords_mdl;
+const highp mat4 bias = mat4(0.5, 0.0, 0.0, 0.0,
+ 0.0, 0.5, 0.0, 0.0,
+ 0.0, 0.0, 0.5, 0.0,
+ 0.5, 0.5, 0.5, 1.0);
+
void main() {
gl_Position = MVP * vec4(vertexPosition_mdl, 1.0);
coords_mdl = vertexPosition_mdl;
+ shadowCoord = bias * depthMVP * vec4(vertexPosition_mdl, 1.0);
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;
diff --git a/src/datavisualization/engine/shaders/surfaceShadowNoTex.frag b/src/datavisualization/engine/shaders/surfaceShadowNoTex.frag
new file mode 100644
index 00000000..755be3f1
--- /dev/null
+++ b/src/datavisualization/engine/shaders/surfaceShadowNoTex.frag
@@ -0,0 +1,68 @@
+#version 120
+
+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;
+
+uniform highp sampler2DShadow shadowMap;
+uniform sampler2D textureSampler;
+varying highp vec4 shadowCoord;
+uniform highp vec3 lightPosition_wrld;
+uniform highp float lightStrength;
+uniform highp float ambientStrength;
+uniform highp float shadowQuality;
+
+highp vec2 poissonDisk[16] = vec2[16](vec2(-0.94201624, -0.39906216),
+ vec2(0.94558609, -0.76890725),
+ vec2(-0.094184101, -0.92938870),
+ vec2(0.34495938, 0.29387760),
+ vec2(-0.91588581, 0.45771432),
+ vec2(-0.81544232, -0.87912464),
+ vec2(-0.38277543, 0.27676845),
+ vec2(0.97484398, 0.75648379),
+ vec2(0.44323325, -0.97511554),
+ vec2(0.53742981, -0.47373420),
+ vec2(-0.26496911, -0.41893023),
+ vec2(0.79197514, 0.19090188),
+ vec2(-0.24188840, 0.99706507),
+ vec2(-0.81409955, 0.91437590),
+ vec2(0.19984126, 0.78641367),
+ vec2(0.14383161, -0.14100790));
+
+void main() {
+ highp vec2 gradientUV = vec2(0.0, (coords_mdl.y + 1.0) / 2.0);
+ highp vec3 materialDiffuseColor = texture2D(textureSampler, gradientUV).xyz;
+ highp vec3 materialAmbientColor = vec3(ambientStrength, ambientStrength, ambientStrength) * materialDiffuseColor;
+ highp vec3 materialSpecularColor = vec3(1.0, 1.0, 1.0);
+
+ 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);
+
+ highp float bias = 0.005 * tan(acos(cosTheta));
+ bias = clamp(bias, 0.0, 0.01);
+
+ vec4 shadCoords = shadowCoord;
+ shadCoords.z -= bias;
+
+ highp float visibility = 0.6;
+ for (int i = 0; i < 15; i++) {
+ vec4 shadCoordsPD = shadCoords;
+ shadCoordsPD.x += cos(poissonDisk[i].x) / shadowQuality;
+ shadCoordsPD.y += sin(poissonDisk[i].y) / shadowQuality;
+ visibility += 0.025 * shadow2DProj(shadowMap, shadCoordsPD).r;
+ }
+
+ gl_FragColor.rgb =
+ visibility * (materialAmbientColor +
+ materialDiffuseColor * lightStrength * cosTheta +
+ materialSpecularColor * lightStrength * pow(cosAlpha, 10));
+ gl_FragColor.a = 1.0;
+}
+
diff --git a/src/datavisualization/engine/shaders/surface_ES2.frag b/src/datavisualization/engine/shaders/surface_ES2.frag
index 7f40ba4d..c7e75594 100644
--- a/src/datavisualization/engine/shaders/surface_ES2.frag
+++ b/src/datavisualization/engine/shaders/surface_ES2.frag
@@ -1,5 +1,5 @@
varying highp vec2 UV;
-varying highp vec3 coords_mdl;
+varying highp vec2 coords_mdl;
varying highp vec3 position_wrld;
varying highp vec3 normal_cmr;
varying highp vec3 eyeDirection_cmr;
@@ -11,7 +11,7 @@ uniform highp float lightStrength;
uniform highp float ambientStrength;
void main() {
- highp vec2 gradientUV = vec2(0.0, (coords_mdl.y + 1.001) / 2.0); // ~1000 pixel texture, we need a margin for 1/1000 rounding error
+ highp vec2 gradientUV = vec2(0.0, (coords_mdl.y + 1.0) / 2.0);
highp vec3 materialDiffuseColor = texture2D(textureSampler, gradientUV).xyz;
highp vec3 materialAmbientColor = vec3(ambientStrength, ambientStrength, ambientStrength) * materialDiffuseColor;
highp vec3 materialSpecularColor = vec3(1.0, 1.0, 1.0);
diff --git a/src/datavisualization/engine/shaders/texture.frag b/src/datavisualization/engine/shaders/texture.frag
deleted file mode 100644
index a6d7b2eb..00000000
--- a/src/datavisualization/engine/shaders/texture.frag
+++ /dev/null
@@ -1,35 +0,0 @@
-#version 120
-
-uniform highp vec3 lightPosition_wrld;
-uniform highp vec3 color_mdl;
-uniform highp float lightStrength;
-uniform highp float ambientStrength;
-uniform sampler2D textureSampler;
-
-varying highp vec2 UV;
-varying highp vec3 position_wrld;
-varying highp vec3 normal_cmr;
-varying highp vec3 eyeDirection_cmr;
-varying highp vec3 lightDirection_cmr;
-
-void main() {
- 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 = 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 * (cosTheta * cosTheta) / distance +
- materialSpecularColor * lightStrength * pow(cosAlpha, 10) / distance;
- gl_FragColor.a = texture2D(textureSampler, UV).a;
-}
-
diff --git a/src/datavisualization/engine/shaders/texture.vert b/src/datavisualization/engine/shaders/texture.vert
deleted file mode 100644
index 01f922e0..00000000
--- a/src/datavisualization/engine/shaders/texture.vert
+++ /dev/null
@@ -1,26 +0,0 @@
-uniform highp mat4 MVP;
-uniform highp mat4 V;
-uniform highp mat4 M;
-uniform highp mat4 itM;
-uniform highp vec3 lightPosition_wrld;
-
-attribute highp vec3 vertexPosition_mdl;
-attribute highp vec2 vertexUV;
-attribute highp vec3 vertexNormal_mdl;
-
-varying highp vec2 UV;
-varying highp vec3 position_wrld;
-varying highp vec3 normal_cmr;
-varying highp vec3 eyeDirection_cmr;
-varying highp vec3 lightDirection_cmr;
-
-void main() {
- gl_Position = MVP * vec4(vertexPosition_mdl, 1.0);
- 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;
- UV = vertexUV;
-}
diff --git a/src/datavisualization/engine/shaders/texture_ES2.frag b/src/datavisualization/engine/shaders/texture_ES2.frag
deleted file mode 100644
index 58097ba5..00000000
--- a/src/datavisualization/engine/shaders/texture_ES2.frag
+++ /dev/null
@@ -1,37 +0,0 @@
-uniform highp vec3 lightPosition_wrld;
-uniform highp vec3 color_mdl;
-uniform highp float lightStrength;
-uniform highp float ambientStrength;
-uniform sampler2D textureSampler;
-
-varying highp vec2 UV;
-varying highp vec3 position_wrld;
-varying highp vec3 normal_cmr;
-varying highp vec3 eyeDirection_cmr;
-varying highp vec3 lightDirection_cmr;
-
-void main() {
- 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;
- 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 = texture2D(textureSampler, UV).a;
-}
-