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#version 120

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(0.0, (coords_mdl.y + 1.001) / 2.0); // 1000 pixel texture, we need a margin for 1/1000 rounding error
    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 =
        materialAmbientColor +
        materialDiffuseColor * lightStrength * pow(cosTheta, 2) / distance +
        materialSpecularColor * lightStrength * pow(cosAlpha, 10) / distance;
    gl_FragColor.a = 1.0;
}