From ee7f5d387934c46442ece1ea17566305ada94cef Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Tomi=20Korpip=C3=A4=C3=A4?= Date: Wed, 8 May 2013 12:46:49 +0300 Subject: Directory structure reorganized Unnecessary subdirectory levels deleted from examples and src Change-Id: I88892b4fc92784e706be2264eeb7d6208250a50f Reviewed-by: Miikka Heikkinen Reviewed-by: Mika Salmela --- src/engine/shaders/fragmentShaderAmbient | 28 ++++++++++++++++++++++++++++ 1 file changed, 28 insertions(+) create mode 100644 src/engine/shaders/fragmentShaderAmbient (limited to 'src/engine/shaders/fragmentShaderAmbient') diff --git a/src/engine/shaders/fragmentShaderAmbient b/src/engine/shaders/fragmentShaderAmbient new file mode 100644 index 00000000..ccaa07e4 --- /dev/null +++ b/src/engine/shaders/fragmentShaderAmbient @@ -0,0 +1,28 @@ +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; +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 = dot(n, l); + if (cosTheta < 0.0) { cosTheta = 0.0; } + 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; } + if (cosAlpha > 1.0) { cosAlpha = 1.0; } + gl_FragColor.rgb = + materialAmbientColor + + materialSpecularColor * lightColor * lightPower * (cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha) / (distance * distance); + gl_FragColor.a = 1.0; +} + -- cgit v1.2.3