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authorweigao <weigao@multicorewareinc.com>2014-06-14 08:00:02 -0700
committerMarkus Mohrhard <markus.mohrhard@googlemail.com>2014-06-17 08:28:20 +0200
commit33a40a317ade7dd3fc1b2d3dd6662820e104e67c (patch)
treea56c44fb0fd153931ac941e2b27c8eb39ed40520 /chart2/opengl/shape3DFragmentShaderV300.glsl
parent3ad748accd49b128edeb979969d2100af8902624 (diff)
add shaders for 3.0 glsl version
Change-Id: I52dd49132a9b625e8be51b4d5feb7e567ffa0a6e
Diffstat (limited to 'chart2/opengl/shape3DFragmentShaderV300.glsl')
-rw-r--r--chart2/opengl/shape3DFragmentShaderV300.glsl87
1 files changed, 87 insertions, 0 deletions
diff --git a/chart2/opengl/shape3DFragmentShaderV300.glsl b/chart2/opengl/shape3DFragmentShaderV300.glsl
new file mode 100644
index 000000000000..31a32e04232a
--- /dev/null
+++ b/chart2/opengl/shape3DFragmentShaderV300.glsl
@@ -0,0 +1,87 @@
+/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
+/*
+ * This file is part of the LibreOffice project.
+ *
+ * This Source Code Form is subject to the terms of the Mozilla Public
+ * License, v. 2.0. If a copy of the MPL was not distributed with this
+ * file, You can obtain one at http://mozilla.org/MPL/2.0/.
+ */
+#define MAX_LIGHT_NUM 8
+
+varying vec3 positionWorldspace;
+varying vec3 normalCameraspace;
+
+uniform mat4 V;
+uniform vec4 materialAmbient;
+uniform vec4 materialDiffuse;
+uniform vec4 materialSpecular;
+uniform vec4 materialColor;
+uniform int twoSidesLighting;
+uniform float materialShininess;
+uniform vec4 lightColor[MAX_LIGHT_NUM];
+uniform vec4 lightPosWorldspace[MAX_LIGHT_NUM];
+uniform float lightPower[MAX_LIGHT_NUM];
+uniform int lightNum;
+uniform vec4 lightAmbient;
+
+void main()
+{
+ vec3 colorTotal = vec3(0.0f, 0.0f, 0.0f);
+
+ vec3 vertexPositionCameraspace = (V * vec4(positionWorldspace,1)).xyz;
+
+ vec3 MaterialDiffuseColor = materialColor.rgb;
+
+ vec3 normalDirectionCameraspace = normalCameraspace;
+ vec3 eyeDirectionCameraspace = normalize(vec3(0, 0, 0) - vertexPositionCameraspace);
+ float attenuation = 1.0;
+ int i = 0;
+ vec3 lightDirectionCameraspace;
+ vec3 vertexToLightSource;
+
+ vec3 totalAmbient = lightAmbient.rgb *
+ MaterialDiffuseColor *
+ materialAmbient.rgb
+ * 5.0;
+
+ if ((twoSidesLighting == 1) && (!gl_FrontFacing))
+ {
+ normalDirectionCameraspace = -normalDirectionCameraspace;
+ }
+ for (i = 0; i < lightNum; i++)
+ {
+ float LightPower = lightPower[i];
+ lightDirectionCameraspace = normalize((V * lightPosWorldspace[i]).xyz);
+
+ float cosTheta = clamp(dot(normalDirectionCameraspace,lightDirectionCameraspace), 0,1);
+ vec3 lightDiffuse = LightPower *
+ attenuation *
+ lightColor[i].rgb *
+ MaterialDiffuseColor *
+ materialDiffuse.rgb *
+ cosTheta;
+
+ vec3 specularReflection;
+ if (dot(normalDirectionCameraspace, lightDirectionCameraspace) < 0)
+ {
+ specularReflection = vec3(0.0, 0.0, 0.0);
+ }
+ else
+ {
+ vec3 R = reflect(-lightDirectionCameraspace,normalDirectionCameraspace);
+ float cosAlpha = clamp(dot(eyeDirectionCameraspace, R), 0,1);
+ specularReflection = attenuation *
+ LightPower *
+ lightColor[i].rgb *
+ materialSpecular.rgb *
+ MaterialDiffuseColor *
+ pow(max(0.0, cosAlpha), materialShininess);
+ }
+ colorTotal += lightDiffuse + specularReflection;
+
+ }
+ colorTotal += totalAmbient;
+ gl_FragColor = vec4(colorTotal, 1.0);
+}
+
+/* vim:set shiftwidth=4 softtabstop=4 expandtab: */