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-rw-r--r--src/datavisualization/engine/shaders/colorOnY.frag6
-rw-r--r--src/datavisualization/engine/shaders/colorOnY_ES2.frag6
-rw-r--r--src/datavisualization/engine/shaders/default.frag8
-rw-r--r--src/datavisualization/engine/shaders/default_ES2.frag8
-rw-r--r--src/datavisualization/engine/shaders/shadow.frag6
-rw-r--r--src/datavisualization/engine/shaders/shadowNoTex.frag8
-rw-r--r--src/datavisualization/engine/shaders/shadowNoTexColorOnY.frag6
-rw-r--r--src/datavisualization/engine/shaders/surface.frag6
-rw-r--r--src/datavisualization/engine/shaders/surfaceFlat.frag6
-rw-r--r--src/datavisualization/engine/shaders/surfaceShadowFlat.frag6
-rw-r--r--src/datavisualization/engine/shaders/surfaceShadowNoTex.frag6
-rw-r--r--src/datavisualization/engine/shaders/surface_ES2.frag6
-rw-r--r--src/datavisualization/engine/shaders/texture.frag6
-rw-r--r--src/datavisualization/engine/shaders/texture_ES2.frag6
14 files changed, 45 insertions, 45 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..f2cf14b8 100644
--- a/src/datavisualization/engine/shaders/colorOnY_ES2.frag
+++ b/src/datavisualization/engine/shaders/colorOnY_ES2.frag
@@ -4,7 +4,7 @@ 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;
@@ -15,8 +15,8 @@ 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/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_ES2.frag b/src/datavisualization/engine/shaders/default_ES2.frag
index bc5c18b6..6c6d04ab 100644
--- a/src/datavisualization/engine/shaders/default_ES2.frag
+++ b/src/datavisualization/engine/shaders/default_ES2.frag
@@ -6,15 +6,15 @@ 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/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/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/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/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..1f3aedb6 100644
--- a/src/datavisualization/engine/shaders/surface_ES2.frag
+++ b/src/datavisualization/engine/shaders/surface_ES2.frag
@@ -9,13 +9,13 @@ 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/texture.frag b/src/datavisualization/engine/shaders/texture.frag
index 69509a3f..41c4259b 100644
--- a/src/datavisualization/engine/shaders/texture.frag
+++ b/src/datavisualization/engine/shaders/texture.frag
@@ -10,12 +10,12 @@ uniform highp vec3 lightPosition_wrld;
uniform highp sampler2D textureSampler;
uniform highp float lightStrength;
uniform highp float ambientStrength;
-uniform highp vec3 lightColor;
+uniform highp vec4 lightColor;
void main() {
highp vec3 materialDiffuseColor = texture2D(textureSampler, UV).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/texture_ES2.frag b/src/datavisualization/engine/shaders/texture_ES2.frag
index e749d763..d82c12fe 100644
--- a/src/datavisualization/engine/shaders/texture_ES2.frag
+++ b/src/datavisualization/engine/shaders/texture_ES2.frag
@@ -9,12 +9,12 @@ uniform highp vec3 lightPosition_wrld;
uniform highp sampler2D textureSampler;
uniform highp float lightStrength;
uniform highp float ambientStrength;
-uniform highp vec3 lightColor;
+uniform highp vec4 lightColor;
void main() {
highp vec3 materialDiffuseColor = texture2D(textureSampler, UV).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);