From 2b19a3ae8b8c34ea674058c7b82de44397e29df2 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Tomi=20Korpip=C3=A4=C3=A4?= Date: Thu, 24 Apr 2014 07:37:58 +0300 Subject: Color problem fixed Task-number: QTRD-3001 Changed all colors to QVector4Ds to avoid mixups with vec4 and vec3 colors in shaders. Change-Id: I8b44b4d711befca900dd35b3386881f7c31d7dd5 Change-Id: I8b44b4d711befca900dd35b3386881f7c31d7dd5 Reviewed-by: Mika Salmela --- src/datavisualization/engine/shaders/colorOnY.frag | 6 +++--- src/datavisualization/engine/shaders/colorOnY_ES2.frag | 6 +++--- src/datavisualization/engine/shaders/default.frag | 8 ++++---- src/datavisualization/engine/shaders/default_ES2.frag | 8 ++++---- src/datavisualization/engine/shaders/shadow.frag | 6 +++--- src/datavisualization/engine/shaders/shadowNoTex.frag | 8 ++++---- src/datavisualization/engine/shaders/shadowNoTexColorOnY.frag | 6 +++--- src/datavisualization/engine/shaders/surface.frag | 6 +++--- src/datavisualization/engine/shaders/surfaceFlat.frag | 6 +++--- src/datavisualization/engine/shaders/surfaceShadowFlat.frag | 6 +++--- src/datavisualization/engine/shaders/surfaceShadowNoTex.frag | 6 +++--- src/datavisualization/engine/shaders/surface_ES2.frag | 6 +++--- src/datavisualization/engine/shaders/texture.frag | 6 +++--- src/datavisualization/engine/shaders/texture_ES2.frag | 6 +++--- 14 files changed, 45 insertions(+), 45 deletions(-) (limited to 'src/datavisualization/engine/shaders') 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); -- cgit v1.2.3