From a28cdb72a4ea768a898ca07f0df0fa3c17c073a8 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Tomi=20Korpip=C3=A4=C3=A4?= Date: Tue, 10 Sep 2013 11:42:13 +0300 Subject: Module renamed Task-number: QTRD-2224 Change-Id: Iec18b6121809300b11d85445281d3c626c434f35 Reviewed-by: Miikka Heikkinen --- src/datavisualization/engine/shaders/ambient.frag | 32 +++++++ src/datavisualization/engine/shaders/colorOnY.frag | 36 ++++++++ .../engine/shaders/colorOnY_ES2.frag | 37 ++++++++ src/datavisualization/engine/shaders/default.frag | 36 ++++++++ src/datavisualization/engine/shaders/default.vert | 28 +++++++ .../engine/shaders/default_ES2.frag | 38 +++++++++ .../engine/shaders/default_ES2.vert | 26 ++++++ src/datavisualization/engine/shaders/depth.frag | 3 + src/datavisualization/engine/shaders/depth.vert | 8 ++ src/datavisualization/engine/shaders/label.frag | 8 ++ src/datavisualization/engine/shaders/label.vert | 11 +++ .../engine/shaders/selection.frag | 7 ++ .../engine/shaders/selection.vert | 7 ++ src/datavisualization/engine/shaders/shadow.frag | 82 ++++++++++++++++++ src/datavisualization/engine/shaders/shadow.vert | 37 ++++++++ .../engine/shaders/shadowNoTex.frag | 98 ++++++++++++++++++++++ .../engine/shaders/shadowNoTexColorOnY.frag | 82 ++++++++++++++++++ src/datavisualization/engine/shaders/surface.frag | 39 +++++++++ src/datavisualization/engine/shaders/surface.vert | 30 +++++++ .../engine/shaders/surfaceFlat.frag | 38 +++++++++ .../engine/shaders/surfaceFlat.vert | 30 +++++++ .../engine/shaders/surfaceGrid.frag | 16 ++++ .../engine/shaders/surfaceGrid.vert | 26 ++++++ src/datavisualization/engine/shaders/texture.frag | 35 ++++++++ src/datavisualization/engine/shaders/texture.vert | 26 ++++++ .../engine/shaders/texture_ES2.frag | 37 ++++++++ 26 files changed, 853 insertions(+) create mode 100644 src/datavisualization/engine/shaders/ambient.frag create mode 100644 src/datavisualization/engine/shaders/colorOnY.frag create mode 100644 src/datavisualization/engine/shaders/colorOnY_ES2.frag create mode 100644 src/datavisualization/engine/shaders/default.frag create mode 100644 src/datavisualization/engine/shaders/default.vert create mode 100644 src/datavisualization/engine/shaders/default_ES2.frag create mode 100644 src/datavisualization/engine/shaders/default_ES2.vert create mode 100644 src/datavisualization/engine/shaders/depth.frag create mode 100644 src/datavisualization/engine/shaders/depth.vert create mode 100644 src/datavisualization/engine/shaders/label.frag create mode 100644 src/datavisualization/engine/shaders/label.vert create mode 100644 src/datavisualization/engine/shaders/selection.frag create mode 100644 src/datavisualization/engine/shaders/selection.vert create mode 100644 src/datavisualization/engine/shaders/shadow.frag create mode 100644 src/datavisualization/engine/shaders/shadow.vert create mode 100644 src/datavisualization/engine/shaders/shadowNoTex.frag create mode 100644 src/datavisualization/engine/shaders/shadowNoTexColorOnY.frag create mode 100644 src/datavisualization/engine/shaders/surface.frag create mode 100644 src/datavisualization/engine/shaders/surface.vert create mode 100644 src/datavisualization/engine/shaders/surfaceFlat.frag create mode 100644 src/datavisualization/engine/shaders/surfaceFlat.vert create mode 100644 src/datavisualization/engine/shaders/surfaceGrid.frag create mode 100644 src/datavisualization/engine/shaders/surfaceGrid.vert create mode 100644 src/datavisualization/engine/shaders/texture.frag create mode 100644 src/datavisualization/engine/shaders/texture.vert create mode 100644 src/datavisualization/engine/shaders/texture_ES2.frag (limited to 'src/datavisualization/engine/shaders') diff --git a/src/datavisualization/engine/shaders/ambient.frag b/src/datavisualization/engine/shaders/ambient.frag new file mode 100644 index 00000000..88f850f3 --- /dev/null +++ b/src/datavisualization/engine/shaders/ambient.frag @@ -0,0 +1,32 @@ +#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 new file mode 100644 index 00000000..61a210c9 --- /dev/null +++ b/src/datavisualization/engine/shaders/colorOnY.frag @@ -0,0 +1,36 @@ +#version 120 + +uniform highp vec3 lightPosition_wrld; +uniform highp vec3 color_mdl; +uniform highp float lightStrength; +uniform highp float ambientStrength; + +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() { + 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); + + 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, 5) / distance; + gl_FragColor.rgb = clamp(gl_FragColor.rgb, 0.0, 1.0); + gl_FragColor.a = 1.0; +} + diff --git a/src/datavisualization/engine/shaders/colorOnY_ES2.frag b/src/datavisualization/engine/shaders/colorOnY_ES2.frag new file mode 100644 index 00000000..78c778d3 --- /dev/null +++ b/src/datavisualization/engine/shaders/colorOnY_ES2.frag @@ -0,0 +1,37 @@ +uniform highp vec3 lightPosition_wrld; +uniform highp vec3 color_mdl; +uniform highp float lightStrength; +uniform highp float ambientStrength; + +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() { + 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); + + 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 = 1.0; +} + diff --git a/src/datavisualization/engine/shaders/default.frag b/src/datavisualization/engine/shaders/default.frag new file mode 100644 index 00000000..fba1ce4a --- /dev/null +++ b/src/datavisualization/engine/shaders/default.frag @@ -0,0 +1,36 @@ +#version 120 + +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; + +uniform highp vec3 lightPosition_wrld; +uniform highp vec3 color_mdl; +uniform highp float lightStrength; +uniform highp float ambientStrength; + +void main() { + highp vec3 materialDiffuseColor = color_mdl.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 * pow(cosTheta, 2) / distance + + materialSpecularColor * lightStrength * pow(cosAlpha, 5) / distance; + gl_FragColor.a = 1.0; +} + diff --git a/src/datavisualization/engine/shaders/default.vert b/src/datavisualization/engine/shaders/default.vert new file mode 100644 index 00000000..14f77773 --- /dev/null +++ b/src/datavisualization/engine/shaders/default.vert @@ -0,0 +1,28 @@ +#version 120 + +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/default_ES2.frag b/src/datavisualization/engine/shaders/default_ES2.frag new file mode 100644 index 00000000..7d6214b2 --- /dev/null +++ b/src/datavisualization/engine/shaders/default_ES2.frag @@ -0,0 +1,38 @@ +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; + +uniform highp vec3 lightPosition_wrld; +uniform highp vec3 color_mdl; +uniform highp float lightStrength; +uniform highp float ambientStrength; + +void main() { + highp vec3 materialDiffuseColor = color_mdl.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 = 1.0; +} + diff --git a/src/datavisualization/engine/shaders/default_ES2.vert b/src/datavisualization/engine/shaders/default_ES2.vert new file mode 100644 index 00000000..efb40862 --- /dev/null +++ b/src/datavisualization/engine/shaders/default_ES2.vert @@ -0,0 +1,26 @@ +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/depth.frag b/src/datavisualization/engine/shaders/depth.frag new file mode 100644 index 00000000..5cfd4b10 --- /dev/null +++ b/src/datavisualization/engine/shaders/depth.frag @@ -0,0 +1,3 @@ +void main() { + gl_FragDepth = gl_FragCoord.z; +} diff --git a/src/datavisualization/engine/shaders/depth.vert b/src/datavisualization/engine/shaders/depth.vert new file mode 100644 index 00000000..9fe5a193 --- /dev/null +++ b/src/datavisualization/engine/shaders/depth.vert @@ -0,0 +1,8 @@ +uniform highp mat4 MVP; + +attribute highp vec3 vertexPosition_mdl; + +void main() { + gl_Position = MVP * vec4(vertexPosition_mdl, 1.0); +} + diff --git a/src/datavisualization/engine/shaders/label.frag b/src/datavisualization/engine/shaders/label.frag new file mode 100644 index 00000000..86021410 --- /dev/null +++ b/src/datavisualization/engine/shaders/label.frag @@ -0,0 +1,8 @@ +uniform sampler2D textureSampler; + +varying highp vec2 UV; + +void main() { + gl_FragColor = texture2D(textureSampler, UV); +} + diff --git a/src/datavisualization/engine/shaders/label.vert b/src/datavisualization/engine/shaders/label.vert new file mode 100644 index 00000000..b4debe53 --- /dev/null +++ b/src/datavisualization/engine/shaders/label.vert @@ -0,0 +1,11 @@ +uniform highp mat4 MVP; + +attribute highp vec3 vertexPosition_mdl; +attribute highp vec2 vertexUV; + +varying highp vec2 UV; + +void main() { + gl_Position = MVP * vec4(vertexPosition_mdl, 1.0); + UV = vertexUV; +} diff --git a/src/datavisualization/engine/shaders/selection.frag b/src/datavisualization/engine/shaders/selection.frag new file mode 100644 index 00000000..099c87a1 --- /dev/null +++ b/src/datavisualization/engine/shaders/selection.frag @@ -0,0 +1,7 @@ +uniform highp vec3 color_mdl; + +void main() { + gl_FragColor.rgb = color_mdl; + gl_FragColor.a = 1.0; +} + diff --git a/src/datavisualization/engine/shaders/selection.vert b/src/datavisualization/engine/shaders/selection.vert new file mode 100644 index 00000000..64d17e15 --- /dev/null +++ b/src/datavisualization/engine/shaders/selection.vert @@ -0,0 +1,7 @@ +uniform highp mat4 MVP; + +attribute highp vec3 vertexPosition_mdl; + +void main() { + gl_Position = MVP * vec4(vertexPosition_mdl, 1.0); +} diff --git a/src/datavisualization/engine/shaders/shadow.frag b/src/datavisualization/engine/shaders/shadow.frag new file mode 100644 index 00000000..5309b5bb --- /dev/null +++ b/src/datavisualization/engine/shaders/shadow.frag @@ -0,0 +1,82 @@ +#version 120 + +uniform highp float lightStrength; +uniform highp float ambientStrength; +uniform highp float shadowQuality; +uniform highp sampler2D textureSampler; +uniform highp sampler2DShadow shadowMap; + +varying highp vec4 shadowCoord; +varying highp vec2 UV; +varying highp vec3 position_wrld; +varying highp vec3 normal_cmr; +varying highp vec3 eyeDirection_cmr; +varying highp vec3 lightDirection_cmr; + +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)); + +/*float random(vec3 seed, int i) { + vec4 seed4 = vec4(seed, i); + float dot_product = dot(seed4, vec4(12.9898, 78.233, 45.164, 94.673)); + return fract(sin(dot_product) * 43758.5453); +}*/ + +void main() { + highp vec3 materialDiffuseColor = texture2D(textureSampler, UV).rgb; + highp vec3 materialAmbientColor = vec3(ambientStrength, ambientStrength, ambientStrength) * materialDiffuseColor; + highp vec3 materialSpecularColor = vec3(0.2, 0.2, 0.2); + + 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; + // adjust shadow strength by increasing the multiplier and lowering the addition (their sum must be 1) + // direct method; needs large shadow texture to look good + //highp float visibility = 0.75 * shadow2DProj(shadowMap, shadCoords).r + 0.25; + // poisson disk sampling; smoothes edges + 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; + } + // stratified poisson; produces noise but hides pixel edges well + /*for (int i = 0; i < 15; i++) { + vec4 shadCoordsPD = shadCoords; + int index = int(16.0 * random(gl_FragCoord.xyy, i)); + shadCoordsPD.xy += poissonDisk[index] / 150.0; + visibility += 0.05 * shadow2DProj(shadowMap, shadCoordsPD).r; + } + */ + + gl_FragColor.rgb = + visibility * (materialAmbientColor + + materialDiffuseColor * lightStrength * cosTheta + + materialSpecularColor * lightStrength * pow(cosAlpha, 10)); + gl_FragColor.a = texture2D(textureSampler, UV).a; +} diff --git a/src/datavisualization/engine/shaders/shadow.vert b/src/datavisualization/engine/shaders/shadow.vert new file mode 100644 index 00000000..e29a8a30 --- /dev/null +++ b/src/datavisualization/engine/shaders/shadow.vert @@ -0,0 +1,37 @@ +#version 120 + +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; + +attribute highp vec3 vertexPosition_mdl; +attribute highp vec3 vertexNormal_mdl; +attribute highp vec2 vertexUV; + +varying highp vec2 UV; +varying highp vec3 position_wrld; +varying highp vec3 normal_cmr; +varying highp vec3 eyeDirection_cmr; +varying highp vec3 lightDirection_cmr; +varying highp vec4 shadowCoord; +varying highp vec2 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.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; + 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; + UV = vertexUV; +} diff --git a/src/datavisualization/engine/shaders/shadowNoTex.frag b/src/datavisualization/engine/shaders/shadowNoTex.frag new file mode 100644 index 00000000..0252ba49 --- /dev/null +++ b/src/datavisualization/engine/shaders/shadowNoTex.frag @@ -0,0 +1,98 @@ +#version 120 + +uniform highp float lightStrength; +uniform highp float ambientStrength; +uniform highp float shadowQuality; +uniform highp vec3 color_mdl; +uniform highp sampler2DShadow shadowMap; + +varying highp vec4 shadowCoord; +varying highp vec3 position_wrld; +varying highp vec3 normal_cmr; +varying highp vec3 eyeDirection_cmr; +varying highp vec3 lightDirection_cmr; + +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)); + +/*highp vec2 poissonDisk[16] = vec2[16](vec2(-0.25, -0.25), + vec2(0.25, -0.25), + vec2(-0.25, 0.25), + vec2(0.25, 0.25), + vec2(-0.5, -0.5), + vec2(0.5, -0.5), + vec2(-0.5, 0.5), + vec2(0.5, 0.5), + vec2(-0.75, -0.75), + vec2(0.75, -0.75), + vec2(-0.75, 0.75), + vec2(0.75, 0.75), + vec2(-1.0, -1.0), + vec2(1.0, -1.0), + vec2(-1.0, 1.0), + vec2(1.0, 1.0));*/ + +/*float random(vec3 seed, int i) { + vec4 seed4 = vec4(seed, i); + float dot_product = dot(seed4, vec4(12.9898, 78.233, 45.164, 94.673)); + return fract(sin(dot_product) * 43758.5453); +}*/ + +void main() { + highp vec3 materialDiffuseColor = color_mdl.rgb; + 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; + // adjust shadow strength by increasing the multiplier and lowering the addition (their sum must be 1) + // direct method; needs large shadow texture to look good + //highp float visibility = 0.75 * shadow2DProj(shadowMap, shadCoords).r + 0.25; + // poisson disk sampling; smoothes edges + 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; + } + // stratified poisson; produces noise but hides pixel edges well + /*for (int i = 0; i < 15; i++) { + vec4 shadCoordsPD = shadCoords; + int index = int(16.0 * random(gl_FragCoord.xyy, i)); + shadCoordsPD.xy += poissonDisk[index] / 150.0; + visibility += 0.05 * 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/shadowNoTexColorOnY.frag b/src/datavisualization/engine/shaders/shadowNoTexColorOnY.frag new file mode 100644 index 00000000..515bf271 --- /dev/null +++ b/src/datavisualization/engine/shaders/shadowNoTexColorOnY.frag @@ -0,0 +1,82 @@ +#version 120 + +uniform highp float lightStrength; +uniform highp float ambientStrength; +uniform highp float shadowQuality; +uniform highp vec3 color_mdl; +uniform highp sampler2DShadow shadowMap; + +varying highp vec4 shadowCoord; +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; + +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)); + +/*float random(vec3 seed, int i) { + vec4 seed4 = vec4(seed, i); + float dot_product = dot(seed4, vec4(12.9898, 78.233, 45.164, 94.673)); + return fract(sin(dot_product) * 43758.5453); +}*/ + +void main() { + 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); + + 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; + // adjust shadow strength by increasing the multiplier and lowering the addition (their sum must be 1) + // direct method; needs large shadow texture to look good + //highp float visibility = 0.75 * shadow2DProj(shadowMap, shadCoords).r + 0.25; + // poisson disk sampling; smoothes edges + 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; + } + /*for (int i = 0; i < 15; i++) { + vec4 shadCoordsPD = shadCoords; + int index = int(16.0 * random(gl_FragCoord.xyy, i)); + shadCoordsPD.xy += poissonDisk[index] / 150.0; + visibility += 0.05 * shadow2DProj(shadowMap, shadCoordsPD).r; + }*/ + + gl_FragColor.rgb = + visibility * (materialAmbientColor + + materialDiffuseColor * lightStrength * cosTheta + + materialSpecularColor * lightStrength * pow(cosAlpha, 10)); + gl_FragColor.rgb = clamp(gl_FragColor.rgb, 0.0, 1.0); + gl_FragColor.a = 1.0; +} diff --git a/src/datavisualization/engine/shaders/surface.frag b/src/datavisualization/engine/shaders/surface.frag new file mode 100644 index 00000000..9fe7f45b --- /dev/null +++ b/src/datavisualization/engine/shaders/surface.frag @@ -0,0 +1,39 @@ +#version 120 + +varying highp vec2 UV; +varying highp vec3 coords_mdl; +varying highp vec3 position_wrld; +varying highp vec3 normal_cmr; +varying highp vec3 eyeDirection_cmr; +varying highp vec3 lightDirection_cmr; + +uniform sampler2D textureSampler; +uniform highp vec3 lightPosition_wrld; +uniform highp float lightStrength; +uniform highp float ambientStrength; + +void main() { + highp vec2 gradientUV = vec2(0.5, (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 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 = materialDiffuseColor; + gl_FragColor.rgb = + materialAmbientColor + + materialDiffuseColor * lightStrength * pow(cosTheta, 2) / distance + + materialSpecularColor * lightStrength * pow(cosAlpha, 10) / distance; + gl_FragColor.a = 1.0; +// gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); +} + diff --git a/src/datavisualization/engine/shaders/surface.vert b/src/datavisualization/engine/shaders/surface.vert new file mode 100644 index 00000000..cbfb7569 --- /dev/null +++ b/src/datavisualization/engine/shaders/surface.vert @@ -0,0 +1,30 @@ +#version 120 + +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 vec2 UV; +varying highp vec3 position_wrld; +varying highp vec3 normal_cmr; +varying highp vec3 eyeDirection_cmr; +varying highp vec3 lightDirection_cmr; +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; + 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/surfaceFlat.frag b/src/datavisualization/engine/shaders/surfaceFlat.frag new file mode 100644 index 00000000..eb398582 --- /dev/null +++ b/src/datavisualization/engine/shaders/surfaceFlat.frag @@ -0,0 +1,38 @@ +#version 150 + +varying highp vec2 UV; +varying highp vec3 coords_mdl; +varying highp vec3 position_wrld; +flat in highp vec3 normal_cmr; +varying highp vec3 eyeDirection_cmr; +varying highp vec3 lightDirection_cmr; + +uniform sampler2D textureSampler; +uniform highp vec3 lightPosition_wrld; +uniform highp float lightStrength; +uniform highp float ambientStrength; + +void main() { + highp vec2 gradientUV = vec2(0.5, (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 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 = materialDiffuseColor; + gl_FragColor.rgb = + materialAmbientColor + + materialDiffuseColor * lightStrength * pow(cosTheta, 2) / distance + + materialSpecularColor * lightStrength * pow(cosAlpha, 10) / distance; + gl_FragColor.a = 1.0; +} + diff --git a/src/datavisualization/engine/shaders/surfaceFlat.vert b/src/datavisualization/engine/shaders/surfaceFlat.vert new file mode 100644 index 00000000..24c9b9a3 --- /dev/null +++ b/src/datavisualization/engine/shaders/surfaceFlat.vert @@ -0,0 +1,30 @@ +#version 150 + +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 vec2 UV; +varying highp vec3 position_wrld; +flat out highp vec3 normal_cmr; +varying highp vec3 eyeDirection_cmr; +varying highp vec3 lightDirection_cmr; +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; + 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/surfaceGrid.frag b/src/datavisualization/engine/shaders/surfaceGrid.frag new file mode 100644 index 00000000..20b923fb --- /dev/null +++ b/src/datavisualization/engine/shaders/surfaceGrid.frag @@ -0,0 +1,16 @@ +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; + +uniform highp vec3 lightPosition_wrld; +uniform highp vec3 color_mdl; +uniform highp float lightStrength; +uniform highp float ambientStrength; + +void main() { + gl_FragColor.rgb = color_mdl; +} + diff --git a/src/datavisualization/engine/shaders/surfaceGrid.vert b/src/datavisualization/engine/shaders/surfaceGrid.vert new file mode 100644 index 00000000..efb40862 --- /dev/null +++ b/src/datavisualization/engine/shaders/surfaceGrid.vert @@ -0,0 +1,26 @@ +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/texture.frag b/src/datavisualization/engine/shaders/texture.frag new file mode 100644 index 00000000..a6d7b2eb --- /dev/null +++ b/src/datavisualization/engine/shaders/texture.frag @@ -0,0 +1,35 @@ +#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 new file mode 100644 index 00000000..01f922e0 --- /dev/null +++ b/src/datavisualization/engine/shaders/texture.vert @@ -0,0 +1,26 @@ +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 new file mode 100644 index 00000000..58097ba5 --- /dev/null +++ b/src/datavisualization/engine/shaders/texture_ES2.frag @@ -0,0 +1,37 @@ +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; +} + -- cgit v1.2.3