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-rw-r--r--src/datavis3d/engine/shaders/colorOnY_ES2.frag7
-rw-r--r--src/datavis3d/engine/shaders/default_ES2.frag2
-rw-r--r--src/datavis3d/engine/shaders/texture_ES2.frag2
3 files changed, 6 insertions, 5 deletions
diff --git a/src/datavis3d/engine/shaders/colorOnY_ES2.frag b/src/datavis3d/engine/shaders/colorOnY_ES2.frag
index 68c8ac39..78c778d3 100644
--- a/src/datavis3d/engine/shaders/colorOnY_ES2.frag
+++ b/src/datavis3d/engine/shaders/colorOnY_ES2.frag
@@ -10,7 +10,8 @@ varying highp vec3 lightDirection_cmr;
varying highp vec2 coords_mdl;
void main() {
- highp vec3 materialDiffuseColor = vec3(coords_mdl.y * color_mdl.x, coords_mdl.y * color_mdl.y, coords_mdl.y * color_mdl.z);
+ highp float heightMod = coords_mdl.y + (1.0 - ambientStrength);
+ highp vec3 materialDiffuseColor = heightMod * color_mdl;
highp vec3 materialAmbientColor = vec3(ambientStrength, ambientStrength, ambientStrength) * materialDiffuseColor;
highp vec3 materialSpecularColor = vec3(1.0, 1.0, 1.0);
@@ -29,8 +30,8 @@ void main() {
gl_FragColor.rgb =
materialAmbientColor +
- materialDiffuseColor * lightStrength * (cosTheta * cosTheta) / (distance * distance) +
- materialSpecularColor * lightStrength * (cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha) / (distance * distance);
+ materialDiffuseColor * lightStrength * (cosTheta * cosTheta) / distance +
+ materialSpecularColor * lightStrength * (cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha) / distance;
gl_FragColor.a = 1.0;
}
diff --git a/src/datavis3d/engine/shaders/default_ES2.frag b/src/datavis3d/engine/shaders/default_ES2.frag
index a70ed241..7d6214b2 100644
--- a/src/datavis3d/engine/shaders/default_ES2.frag
+++ b/src/datavis3d/engine/shaders/default_ES2.frag
@@ -32,7 +32,7 @@ void main() {
gl_FragColor.rgb =
materialAmbientColor +
materialDiffuseColor * lightStrength * (cosTheta * cosTheta) / distance +
- materialSpecularColor * lightStrength * (cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha) / distance;
+ materialSpecularColor * lightStrength * (cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha) / distance;
gl_FragColor.a = 1.0;
}
diff --git a/src/datavis3d/engine/shaders/texture_ES2.frag b/src/datavis3d/engine/shaders/texture_ES2.frag
index 16161035..58097ba5 100644
--- a/src/datavis3d/engine/shaders/texture_ES2.frag
+++ b/src/datavis3d/engine/shaders/texture_ES2.frag
@@ -31,7 +31,7 @@ void main() {
gl_FragColor.rgb =
materialAmbientColor +
materialDiffuseColor * lightStrength * (cosTheta * cosTheta) / distance +
- materialSpecularColor * lightStrength * (cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha) / distance;
+ materialSpecularColor * lightStrength * (cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha) / distance;
gl_FragColor.a = texture2D(textureSampler, UV).a;
}