summaryrefslogtreecommitdiffstats
path: root/src/datavisualization/engine/shaders/colorOnY_ES2.frag
blob: 5b5535621c6a27a018a12905c2356ee3e0e77bc5 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
uniform highp vec3 lightPosition_wrld;
uniform highp float lightStrength;
uniform highp float ambientStrength;
uniform sampler2D textureSampler;
uniform highp float gradMin;
uniform highp float gradHeight;
uniform highp vec3 lightColor;

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 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 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;
}