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-rw-r--r--chart2/Package_opengl.mk2
-rw-r--r--chart2/opengl/shape3DFragmentShaderV300.glsl87
-rw-r--r--chart2/opengl/shape3DVertexShaderV300.glsl29
3 files changed, 118 insertions, 0 deletions
diff --git a/chart2/Package_opengl.mk b/chart2/Package_opengl.mk
index d8f9fa72ef7c..3d68a932cb2a 100644
--- a/chart2/Package_opengl.mk
+++ b/chart2/Package_opengl.mk
@@ -30,6 +30,8 @@ $(eval $(call gb_Package_add_files,chart2_opengl_shader,$(LIBO_BIN_FOLDER)/openg
renderTextureFragmentShader.glsl \
shape3DFragmentShaderBatch.glsl \
shape3DVertexShaderBatch.glsl \
+ shape3DFragmentShaderV300.glsl \
+ shape3DVertexShaderV300.glsl \
))
# vim: set noet sw=4 ts=4:
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: */
diff --git a/chart2/opengl/shape3DVertexShaderV300.glsl b/chart2/opengl/shape3DVertexShaderV300.glsl
new file mode 100644
index 000000000000..6737004cb914
--- /dev/null
+++ b/chart2/opengl/shape3DVertexShaderV300.glsl
@@ -0,0 +1,29 @@
+/* -*- 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/.
+ */
+attribute vec3 vertexPositionModelspace;
+attribute vec3 vertexNormalModelspace;
+
+varying vec3 positionWorldspace;
+varying vec3 normalCameraspace;
+
+uniform mat4 P;
+uniform mat4 M;
+uniform mat4 V;
+uniform mat3 normalMatrix;
+
+void main()
+{
+ gl_Position = P * V * M * vec4(vertexPositionModelspace,1);
+
+ positionWorldspace = (M * vec4(vertexPositionModelspace,1)).xyz;
+
+ normalCameraspace = normalize(mat3(V) * normalMatrix * vertexNormalModelspace);
+}
+
+/* vim:set shiftwidth=4 softtabstop=4 expandtab: */