From baa7cc6531fc4d7764128289d49a8746a27239fa Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Tomi=20Korpip=C3=A4=C3=A4?= Date: Tue, 29 Apr 2014 07:21:48 +0300 Subject: Android GLSL linker fix Task-number: QTRD-3059 Change-Id: Ie5b82c6418cb87f7d9c04fcca287f5924d8616a5 Change-Id: Ie5b82c6418cb87f7d9c04fcca287f5924d8616a5 Reviewed-by: Miikka Heikkinen --- src/datavisualization/engine/shaders/colorOnY_ES2.frag | 4 ++-- src/datavisualization/engine/shaders/default.vert | 2 ++ src/datavisualization/engine/shaders/default_ES2.frag | 4 ++-- src/datavisualization/engine/shaders/surface_ES2.frag | 4 ++-- src/datavisualization/engine/shaders/texture.vert | 2 ++ src/datavisualization/engine/shaders/texture_ES2.frag | 4 ++-- 6 files changed, 12 insertions(+), 8 deletions(-) (limited to 'src/datavisualization/engine/shaders') diff --git a/src/datavisualization/engine/shaders/colorOnY_ES2.frag b/src/datavisualization/engine/shaders/colorOnY_ES2.frag index f2cf14b8..4352de05 100644 --- a/src/datavisualization/engine/shaders/colorOnY_ES2.frag +++ b/src/datavisualization/engine/shaders/colorOnY_ES2.frag @@ -1,4 +1,3 @@ -uniform highp vec3 lightPosition_wrld; uniform highp float lightStrength; uniform highp float ambientStrength; uniform sampler2D textureSampler; @@ -6,6 +5,7 @@ uniform highp float gradMin; uniform highp float gradHeight; 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; @@ -18,7 +18,7 @@ void main() { 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.vert b/src/datavisualization/engine/shaders/default.vert index e0718b20..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; @@ -23,4 +24,5 @@ void main() { 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; + lightPosition_wrld_frag = lightPosition_wrld; } diff --git a/src/datavisualization/engine/shaders/default_ES2.frag b/src/datavisualization/engine/shaders/default_ES2.frag index 6c6d04ab..73d66d5b 100644 --- a/src/datavisualization/engine/shaders/default_ES2.frag +++ b/src/datavisualization/engine/shaders/default_ES2.frag @@ -4,8 +4,8 @@ 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 vec4 color_mdl; uniform highp float lightStrength; uniform highp float ambientStrength; @@ -16,7 +16,7 @@ void main() { 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/surface_ES2.frag b/src/datavisualization/engine/shaders/surface_ES2.frag index 1f3aedb6..58d13834 100644 --- a/src/datavisualization/engine/shaders/surface_ES2.frag +++ b/src/datavisualization/engine/shaders/surface_ES2.frag @@ -4,9 +4,9 @@ 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 vec4 lightColor; @@ -17,7 +17,7 @@ void main() { 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.vert b/src/datavisualization/engine/shaders/texture.vert index 7d98b053..90c0ac23 100644 --- a/src/datavisualization/engine/shaders/texture.vert +++ b/src/datavisualization/engine/shaders/texture.vert @@ -8,6 +8,7 @@ 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; @@ -23,4 +24,5 @@ void main() { 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 index d82c12fe..82ad6614 100644 --- a/src/datavisualization/engine/shaders/texture_ES2.frag +++ b/src/datavisualization/engine/shaders/texture_ES2.frag @@ -4,8 +4,8 @@ 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 sampler2D textureSampler; uniform highp float lightStrength; uniform highp float ambientStrength; @@ -16,7 +16,7 @@ void main() { 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); -- cgit v1.2.3