diff options
Diffstat (limited to 'src/datavisualization/engine/shaders')
20 files changed, 170 insertions, 64 deletions
diff --git a/src/datavisualization/engine/shaders/colorOnY.frag b/src/datavisualization/engine/shaders/colorOnY.frag index 8c610cd7..7a5eb46b 100644 --- a/src/datavisualization/engine/shaders/colorOnY.frag +++ b/src/datavisualization/engine/shaders/colorOnY.frag @@ -6,7 +6,7 @@ uniform highp float ambientStrength; uniform sampler2D textureSampler; uniform highp float gradMin; uniform highp float gradHeight; -uniform highp vec3 lightColor; +uniform highp vec4 lightColor; varying highp vec3 position_wrld; varying highp vec3 normal_cmr; @@ -17,8 +17,8 @@ varying highp vec2 coords_mdl; void main() { highp vec2 gradientUV = vec2(0.0, gradMin + ((coords_mdl.y + 1.0) * gradHeight)); highp vec3 materialDiffuseColor = texture2D(textureSampler, gradientUV).xyz; - highp vec3 materialAmbientColor = lightColor * ambientStrength * materialDiffuseColor; - highp vec3 materialSpecularColor = lightColor; + 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); diff --git a/src/datavisualization/engine/shaders/colorOnY_ES2.frag b/src/datavisualization/engine/shaders/colorOnY_ES2.frag index 5b553562..4352de05 100644 --- a/src/datavisualization/engine/shaders/colorOnY_ES2.frag +++ b/src/datavisualization/engine/shaders/colorOnY_ES2.frag @@ -1,11 +1,11 @@ -uniform highp vec3 lightPosition_wrld; uniform highp float lightStrength; uniform highp float ambientStrength; uniform sampler2D textureSampler; uniform highp float gradMin; uniform highp float gradHeight; -uniform highp vec3 lightColor; +uniform highp vec4 lightColor; +varying highp vec3 lightPosition_wrld_frag; varying highp vec3 position_wrld; varying highp vec3 normal_cmr; varying highp vec3 eyeDirection_cmr; @@ -15,10 +15,10 @@ varying highp vec2 coords_mdl; void main() { highp vec2 gradientUV = vec2(0.0, gradMin + ((coords_mdl.y + 1.0) * gradHeight)); highp vec3 materialDiffuseColor = texture2D(textureSampler, gradientUV).xyz; - highp vec3 materialAmbientColor = lightColor * ambientStrength * materialDiffuseColor; - highp vec3 materialSpecularColor = lightColor; + highp vec3 materialAmbientColor = lightColor.rgb * ambientStrength * materialDiffuseColor; + highp vec3 materialSpecularColor = lightColor.rgb; - highp float distance = length(lightPosition_wrld - position_wrld); + 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); diff --git a/src/datavisualization/engine/shaders/default.frag b/src/datavisualization/engine/shaders/default.frag index ca6fefb9..d16055a3 100644 --- a/src/datavisualization/engine/shaders/default.frag +++ b/src/datavisualization/engine/shaders/default.frag @@ -8,15 +8,15 @@ varying highp vec3 eyeDirection_cmr; varying highp vec3 lightDirection_cmr; uniform highp vec3 lightPosition_wrld; -uniform highp vec3 color_mdl; +uniform highp vec4 color_mdl; uniform highp float lightStrength; uniform highp float ambientStrength; -uniform highp vec3 lightColor; +uniform highp vec4 lightColor; void main() { highp vec3 materialDiffuseColor = color_mdl.rgb; - highp vec3 materialAmbientColor = lightColor * ambientStrength * materialDiffuseColor; - highp vec3 materialSpecularColor = lightColor; + highp vec3 materialAmbientColor = lightColor.rgb * ambientStrength * materialDiffuseColor; + highp vec3 materialSpecularColor = lightColor.rgb; highp float distance = length(lightPosition_wrld - position_wrld); diff --git a/src/datavisualization/engine/shaders/default.vert b/src/datavisualization/engine/shaders/default.vert index efb40862..b454913b 100644 --- a/src/datavisualization/engine/shaders/default.vert +++ b/src/datavisualization/engine/shaders/default.vert @@ -8,6 +8,7 @@ uniform highp mat4 M; uniform highp mat4 itM; uniform highp vec3 lightPosition_wrld; +varying highp vec3 lightPosition_wrld_frag; varying highp vec3 position_wrld; varying highp vec3 normal_cmr; varying highp vec3 eyeDirection_cmr; @@ -17,10 +18,11 @@ 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; + position_wrld = vec4(M * vec4(vertexPosition_mdl, 1.0)).xyz; + vec3 vertexPosition_cmr = vec4(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; + vec3 lightPosition_cmr = vec4(V * vec4(lightPosition_wrld, 1.0)).xyz; lightDirection_cmr = lightPosition_cmr + eyeDirection_cmr; - normal_cmr = (V * itM * vec4(vertexNormal_mdl, 0.0)).xyz; + normal_cmr = vec4(V * itM * vec4(vertexNormal_mdl, 0.0)).xyz; + lightPosition_wrld_frag = lightPosition_wrld; } diff --git a/src/datavisualization/engine/shaders/default_ES2.frag b/src/datavisualization/engine/shaders/default_ES2.frag index bc5c18b6..73d66d5b 100644 --- a/src/datavisualization/engine/shaders/default_ES2.frag +++ b/src/datavisualization/engine/shaders/default_ES2.frag @@ -4,19 +4,19 @@ 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 vec3 lightPosition_wrld; -uniform highp vec3 color_mdl; +uniform highp vec4 color_mdl; uniform highp float lightStrength; uniform highp float ambientStrength; -uniform highp vec3 lightColor; +uniform highp vec4 lightColor; void main() { highp vec3 materialDiffuseColor = color_mdl.rgb; - highp vec3 materialAmbientColor = lightColor * ambientStrength * materialDiffuseColor; - highp vec3 materialSpecularColor = lightColor; + highp vec3 materialAmbientColor = lightColor.rgb * ambientStrength * materialDiffuseColor; + highp vec3 materialSpecularColor = lightColor.rgb; - highp float distance = length(lightPosition_wrld - position_wrld); + highp float distance = length(lightPosition_wrld_frag - position_wrld); highp vec3 n = normalize(normal_cmr); highp vec3 l = normalize(lightDirection_cmr); diff --git a/src/datavisualization/engine/shaders/plainColor.frag b/src/datavisualization/engine/shaders/plainColor.frag index 099c87a1..da9ee060 100644 --- a/src/datavisualization/engine/shaders/plainColor.frag +++ b/src/datavisualization/engine/shaders/plainColor.frag @@ -1,7 +1,6 @@ -uniform highp vec3 color_mdl; +uniform highp vec4 color_mdl; void main() { - gl_FragColor.rgb = color_mdl; - gl_FragColor.a = 1.0; + gl_FragColor = color_mdl; } diff --git a/src/datavisualization/engine/shaders/shadow.frag b/src/datavisualization/engine/shaders/shadow.frag index e2286dc5..237e9780 100644 --- a/src/datavisualization/engine/shaders/shadow.frag +++ b/src/datavisualization/engine/shaders/shadow.frag @@ -5,7 +5,7 @@ uniform highp float ambientStrength; uniform highp float shadowQuality; uniform highp sampler2D textureSampler; uniform highp sampler2DShadow shadowMap; -uniform highp vec3 lightColor; +uniform highp vec4 lightColor; varying highp vec4 shadowCoord; varying highp vec2 UV; @@ -33,8 +33,8 @@ highp vec2 poissonDisk[16] = vec2[16](vec2(-0.94201624, -0.39906216), void main() { highp vec3 materialDiffuseColor = texture2D(textureSampler, UV).rgb; - highp vec3 materialAmbientColor = lightColor * ambientStrength * materialDiffuseColor; - highp vec3 materialSpecularColor = lightColor * 0.2; + highp vec3 materialAmbientColor = lightColor.rgb * ambientStrength * materialDiffuseColor; + highp vec3 materialSpecularColor = lightColor.rgb * 0.2; highp vec3 n = normalize(normal_cmr); highp vec3 l = normalize(lightDirection_cmr); diff --git a/src/datavisualization/engine/shaders/shadow.vert b/src/datavisualization/engine/shaders/shadow.vert index e29a8a30..0adcd43c 100644 --- a/src/datavisualization/engine/shaders/shadow.vert +++ b/src/datavisualization/engine/shaders/shadow.vert @@ -28,10 +28,10 @@ void main() { gl_Position = MVP * vec4(vertexPosition_mdl, 1.0); coords_mdl = vertexPosition_mdl.xy; 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; + position_wrld = vec4(M * vec4(vertexPosition_mdl, 1.0)).xyz; + vec3 vertexPosition_cmr = vec4(V * M * vec4(vertexPosition_mdl, 1.0)).xyz; eyeDirection_cmr = vec3(0.0, 0.0, 0.0) - vertexPosition_cmr; - lightDirection_cmr = (V * vec4(lightPosition_wrld, 0.0)).xyz; - normal_cmr = (V * itM * vec4(vertexNormal_mdl, 0.0)).xyz; + lightDirection_cmr = vec4(V * vec4(lightPosition_wrld, 0.0)).xyz; + normal_cmr = vec4(V * itM * vec4(vertexNormal_mdl, 0.0)).xyz; UV = vertexUV; } diff --git a/src/datavisualization/engine/shaders/shadowNoTex.frag b/src/datavisualization/engine/shaders/shadowNoTex.frag index d54efea9..b2e7adfc 100644 --- a/src/datavisualization/engine/shaders/shadowNoTex.frag +++ b/src/datavisualization/engine/shaders/shadowNoTex.frag @@ -3,9 +3,9 @@ uniform highp float lightStrength; uniform highp float ambientStrength; uniform highp float shadowQuality; -uniform highp vec3 color_mdl; +uniform highp vec4 color_mdl; uniform highp sampler2DShadow shadowMap; -uniform highp vec3 lightColor; +uniform highp vec4 lightColor; varying highp vec4 shadowCoord; varying highp vec3 position_wrld; @@ -32,8 +32,8 @@ highp vec2 poissonDisk[16] = vec2[16](vec2(-0.94201624, -0.39906216), void main() { highp vec3 materialDiffuseColor = color_mdl.rgb; - highp vec3 materialAmbientColor = lightColor * ambientStrength * materialDiffuseColor; - highp vec3 materialSpecularColor = lightColor; + highp vec3 materialAmbientColor = lightColor.rgb * ambientStrength * materialDiffuseColor; + highp vec3 materialSpecularColor = lightColor.rgb; highp vec3 n = normalize(normal_cmr); highp vec3 l = normalize(lightDirection_cmr); diff --git a/src/datavisualization/engine/shaders/shadowNoTexColorOnY.frag b/src/datavisualization/engine/shaders/shadowNoTexColorOnY.frag index e986a52a..73b84138 100644 --- a/src/datavisualization/engine/shaders/shadowNoTexColorOnY.frag +++ b/src/datavisualization/engine/shaders/shadowNoTexColorOnY.frag @@ -7,7 +7,7 @@ uniform highp sampler2DShadow shadowMap; uniform sampler2D textureSampler; uniform highp float gradMin; uniform highp float gradHeight; -uniform highp vec3 lightColor; +uniform highp vec4 lightColor; varying highp vec4 shadowCoord; varying highp vec3 position_wrld; @@ -36,8 +36,8 @@ highp vec2 poissonDisk[16] = vec2[16](vec2(-0.94201624, -0.39906216), void main() { highp vec2 gradientUV = vec2(0.0, gradMin + ((coords_mdl.y + 1.0) * gradHeight)); highp vec3 materialDiffuseColor = texture2D(textureSampler, gradientUV).xyz; - highp vec3 materialAmbientColor = lightColor * ambientStrength * materialDiffuseColor; - highp vec3 materialSpecularColor = lightColor; + highp vec3 materialAmbientColor = lightColor.rgb * ambientStrength * materialDiffuseColor; + highp vec3 materialSpecularColor = lightColor.rgb; highp vec3 n = normalize(normal_cmr); highp vec3 l = normalize(lightDirection_cmr); diff --git a/src/datavisualization/engine/shaders/surface.frag b/src/datavisualization/engine/shaders/surface.frag index b5205d2d..f17dd73e 100644 --- a/src/datavisualization/engine/shaders/surface.frag +++ b/src/datavisualization/engine/shaders/surface.frag @@ -10,13 +10,13 @@ uniform sampler2D textureSampler; uniform highp vec3 lightPosition_wrld; uniform highp float lightStrength; uniform highp float ambientStrength; -uniform highp vec3 lightColor; +uniform highp vec4 lightColor; 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 = lightColor * ambientStrength * materialDiffuseColor; - highp vec3 materialSpecularColor = lightColor; + highp vec3 materialAmbientColor = lightColor.rgb * ambientStrength * materialDiffuseColor; + highp vec3 materialSpecularColor = lightColor.rgb; highp float distance = length(lightPosition_wrld - position_wrld); diff --git a/src/datavisualization/engine/shaders/surfaceFlat.frag b/src/datavisualization/engine/shaders/surfaceFlat.frag index 7eaa917f..748fb3dd 100644 --- a/src/datavisualization/engine/shaders/surfaceFlat.frag +++ b/src/datavisualization/engine/shaders/surfaceFlat.frag @@ -12,13 +12,13 @@ uniform sampler2D textureSampler; uniform highp vec3 lightPosition_wrld; uniform highp float lightStrength; uniform highp float ambientStrength; -uniform highp vec3 lightColor; +uniform highp vec4 lightColor; 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 = lightColor * ambientStrength * materialDiffuseColor; - highp vec3 materialSpecularColor = lightColor; + highp vec3 materialAmbientColor = lightColor.rgb * ambientStrength * materialDiffuseColor; + highp vec3 materialSpecularColor = lightColor.rgb; highp float distance = length(lightPosition_wrld - position_wrld); diff --git a/src/datavisualization/engine/shaders/surfaceFlat.vert b/src/datavisualization/engine/shaders/surfaceFlat.vert index 0d39f6bc..102bea78 100644 --- a/src/datavisualization/engine/shaders/surfaceFlat.vert +++ b/src/datavisualization/engine/shaders/surfaceFlat.vert @@ -20,10 +20,10 @@ varying highp vec3 coords_mdl; void main() { gl_Position = MVP * vec4(vertexPosition_mdl, 1.0); coords_mdl = vertexPosition_mdl; - position_wrld = (M * vec4(vertexPosition_mdl, 1.0)).xyz; - vec3 vertexPosition_cmr = (V * M * vec4(vertexPosition_mdl, 1.0)).xyz; + position_wrld = vec4(M * vec4(vertexPosition_mdl, 1.0)).xyz; + vec3 vertexPosition_cmr = vec4(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; + vec3 lightPosition_cmr = vec4(V * vec4(lightPosition_wrld, 1.0)).xyz; lightDirection_cmr = lightPosition_cmr + eyeDirection_cmr; - normal_cmr = (V * itM * vec4(vertexNormal_mdl, 0.0)).xyz; + normal_cmr = vec4(V * itM * vec4(vertexNormal_mdl, 0.0)).xyz; } diff --git a/src/datavisualization/engine/shaders/surfaceShadowFlat.frag b/src/datavisualization/engine/shaders/surfaceShadowFlat.frag index 9b9305ab..0613a40c 100644 --- a/src/datavisualization/engine/shaders/surfaceShadowFlat.frag +++ b/src/datavisualization/engine/shaders/surfaceShadowFlat.frag @@ -15,7 +15,7 @@ uniform highp vec3 lightPosition_wrld; uniform highp float lightStrength; uniform highp float ambientStrength; uniform highp float shadowQuality; -uniform highp vec3 lightColor; +uniform highp vec4 lightColor; highp vec2 poissonDisk[16] = vec2[16](vec2(-0.94201624, -0.39906216), vec2(0.94558609, -0.76890725), @@ -37,8 +37,8 @@ highp vec2 poissonDisk[16] = vec2[16](vec2(-0.94201624, -0.39906216), 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 = lightColor * ambientStrength * materialDiffuseColor; - highp vec3 materialSpecularColor = lightColor; + highp vec3 materialAmbientColor = lightColor.rgb * ambientStrength * materialDiffuseColor; + highp vec3 materialSpecularColor = lightColor.rgb; highp vec3 n = normalize(normal_cmr); highp vec3 l = normalize(lightDirection_cmr); diff --git a/src/datavisualization/engine/shaders/surfaceShadowFlat.vert b/src/datavisualization/engine/shaders/surfaceShadowFlat.vert index 0a6e967f..8da7b196 100644 --- a/src/datavisualization/engine/shaders/surfaceShadowFlat.vert +++ b/src/datavisualization/engine/shaders/surfaceShadowFlat.vert @@ -28,10 +28,10 @@ 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; + position_wrld = vec4(M * vec4(vertexPosition_mdl, 1.0)).xyz; + vec3 vertexPosition_cmr = vec4(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; + vec3 lightPosition_cmr = vec4(V * vec4(lightPosition_wrld, 1.0)).xyz; lightDirection_cmr = lightPosition_cmr + eyeDirection_cmr; - normal_cmr = (V * itM * vec4(vertexNormal_mdl, 0.0)).xyz; + normal_cmr = vec4(V * itM * vec4(vertexNormal_mdl, 0.0)).xyz; } diff --git a/src/datavisualization/engine/shaders/surfaceShadowNoTex.frag b/src/datavisualization/engine/shaders/surfaceShadowNoTex.frag index 3427fbae..1acf8f69 100644 --- a/src/datavisualization/engine/shaders/surfaceShadowNoTex.frag +++ b/src/datavisualization/engine/shaders/surfaceShadowNoTex.frag @@ -13,7 +13,7 @@ uniform highp vec3 lightPosition_wrld; uniform highp float lightStrength; uniform highp float ambientStrength; uniform highp float shadowQuality; -uniform highp vec3 lightColor; +uniform highp vec4 lightColor; highp vec2 poissonDisk[16] = vec2[16](vec2(-0.94201624, -0.39906216), vec2(0.94558609, -0.76890725), @@ -35,8 +35,8 @@ highp vec2 poissonDisk[16] = vec2[16](vec2(-0.94201624, -0.39906216), 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 = lightColor * ambientStrength * materialDiffuseColor; - highp vec3 materialSpecularColor = lightColor; + highp vec3 materialAmbientColor = lightColor.rgb * ambientStrength * materialDiffuseColor; + highp vec3 materialSpecularColor = lightColor.rgb; highp vec3 n = normalize(normal_cmr); highp vec3 l = normalize(lightDirection_cmr); diff --git a/src/datavisualization/engine/shaders/surface_ES2.frag b/src/datavisualization/engine/shaders/surface_ES2.frag index 0e17cacd..58d13834 100644 --- a/src/datavisualization/engine/shaders/surface_ES2.frag +++ b/src/datavisualization/engine/shaders/surface_ES2.frag @@ -4,20 +4,20 @@ 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 sampler2D textureSampler; -uniform highp vec3 lightPosition_wrld; uniform highp float lightStrength; uniform highp float ambientStrength; -uniform highp vec3 lightColor; +uniform highp vec4 lightColor; 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 = lightColor * ambientStrength * materialDiffuseColor; - highp vec3 materialSpecularColor = lightColor; + highp vec3 materialAmbientColor = lightColor.rgb * ambientStrength * materialDiffuseColor; + highp vec3 materialSpecularColor = lightColor.rgb; - highp float distance = length(lightPosition_wrld - position_wrld); + highp float distance = length(lightPosition_wrld_frag - position_wrld); highp vec3 n = normalize(normal_cmr); highp vec3 l = normalize(lightDirection_cmr); 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); +} + diff --git a/src/datavisualization/engine/shaders/texture.vert b/src/datavisualization/engine/shaders/texture.vert new file mode 100644 index 00000000..90c0ac23 --- /dev/null +++ b/src/datavisualization/engine/shaders/texture.vert @@ -0,0 +1,28 @@ +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 vec3 lightPosition_wrld_frag; +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 = vec4(M * vec4(vertexPosition_mdl, 1.0)).xyz; + vec3 vertexPosition_cmr = vec4(V * M * vec4(vertexPosition_mdl, 1.0)).xyz; + eyeDirection_cmr = vec3(0.0, 0.0, 0.0) - vertexPosition_cmr; + vec3 lightPosition_cmr = vec4(V * vec4(lightPosition_wrld, 1.0)).xyz; + lightDirection_cmr = lightPosition_cmr + eyeDirection_cmr; + normal_cmr = vec4(V * itM * vec4(vertexNormal_mdl, 0.0)).xyz; + UV = vertexUV; + lightPosition_wrld_frag = lightPosition_wrld; +} 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); +} + |