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-rw-r--r--chart2/opengl/shape3DFragmentShaderV300.glsl93
1 files changed, 0 insertions, 93 deletions
diff --git a/chart2/opengl/shape3DFragmentShaderV300.glsl b/chart2/opengl/shape3DFragmentShaderV300.glsl
deleted file mode 100644
index 9a8ddeaa9b54..000000000000
--- a/chart2/opengl/shape3DFragmentShaderV300.glsl
+++ /dev/null
@@ -1,93 +0,0 @@
-/* -*- 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/.
- */
-
-#version 150 core
-
-#define MAX_LIGHT_NUM 8
-
-in vec3 positionWorldspace;
-in 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;
-uniform int undraw;
-uniform float minCoordX;
-
-void main()
-{
- if ((positionWorldspace.x <= minCoordX) && (undraw == 1))
- discard;
- 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;
-
- 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: */