diff options
author | Markus Mohrhard <markus.mohrhard@collabora.co.uk> | 2014-05-05 17:43:59 +0200 |
---|---|---|
committer | Markus Mohrhard <markus.mohrhard@googlemail.com> | 2014-05-05 17:57:19 +0200 |
commit | eb0da9b80fa412202200cd5255e0e0eb6a9e38e9 (patch) | |
tree | d707aed353fca4b3d6e99cf9513338990c92062a /chart2/opengl | |
parent | 8af5e1a9fbd48d173bd1cd98f153428234638707 (diff) |
fix whitespace issues
Change-Id: I7a3680aa324c4242572b71c91ec5bc4f85eff9e9
Diffstat (limited to 'chart2/opengl')
-rw-r--r-- | chart2/opengl/shape3DFragmentShader.glsl | 55 | ||||
-rw-r--r-- | chart2/opengl/shape3DVertexShader.glsl | 5 |
2 files changed, 31 insertions, 29 deletions
diff --git a/chart2/opengl/shape3DFragmentShader.glsl b/chart2/opengl/shape3DFragmentShader.glsl index f527dd1da689..5cb521afccab 100644 --- a/chart2/opengl/shape3DFragmentShader.glsl +++ b/chart2/opengl/shape3DFragmentShader.glsl @@ -6,27 +6,27 @@ * 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 330 core +#version 330 core #define MAX_LIGHT_NUM 8 in vec3 positionWorldspace; in vec3 normalCameraspace; uniform mat4 V; out vec4 actualColor; -struct MaterialParameters -{ - vec4 ambient; - vec4 diffuse; - vec4 specular; +struct MaterialParameters +{ + vec4 ambient; + vec4 diffuse; + vec4 specular; vec4 materialColor; - + int twoSidesLighting; float shininess; float pad; float pad1; }; -layout(std140) uniform GlobalMaterialParameters +layout(std140) uniform GlobalMaterialParameters { MaterialParameters matralParameter; }Material; @@ -51,23 +51,23 @@ layout(std140) uniform GlobalLights void main() { vec3 colorTotal = vec3(0.0f, 0.0f, 0.0f); - + vec3 vertexPositionCameraspace = (V * vec4(positionWorldspace,1)).xyz; - + vec3 MaterialDiffuseColor = Material.matralParameter.materialColor.rgb; - + vec3 normalDirectionCameraspace = normalCameraspace; - vec3 eyeDirectionCameraspace = normalize(vec3(0, 0, 0) - vertexPositionCameraspace); + vec3 eyeDirectionCameraspace = normalize(vec3(0, 0, 0) - vertexPositionCameraspace); float attenuation = 1.0; int i = 0; vec3 lightDirectionCameraspace; vec3 vertexToLightSource; - + vec3 lightAmbient = Lights.ambient.rgb * - MaterialDiffuseColor * + MaterialDiffuseColor * Material.matralParameter.ambient.rgb * 5.0; - + if ((Material.matralParameter.twoSidesLighting == 1) && (!gl_FrontFacing)) { normalDirectionCameraspace = -normalDirectionCameraspace; @@ -76,15 +76,15 @@ void main() { float LightPower = Lights.light[i].lightPower; lightDirectionCameraspace = normalize((V * Lights.light[i].positionWorldspace).xyz); - + float cosTheta = clamp(dot(normalDirectionCameraspace,lightDirectionCameraspace), 0,1); - vec3 lightDiffuse = LightPower * - attenuation * - Lights.light[i].lightColor.rgb * - MaterialDiffuseColor * - Material.matralParameter.diffuse.rgb * + vec3 lightDiffuse = LightPower * + attenuation * + Lights.light[i].lightColor.rgb * + MaterialDiffuseColor * + Material.matralParameter.diffuse.rgb * cosTheta; - + vec3 specularReflection; if (dot(normalDirectionCameraspace, lightDirectionCameraspace) < 0) { @@ -94,17 +94,18 @@ void main() { vec3 R = reflect(-lightDirectionCameraspace,normalDirectionCameraspace); float cosAlpha = clamp(dot(eyeDirectionCameraspace, R), 0,1); - specularReflection = attenuation * - LightPower * - Lights.light[i].lightColor.rgb * + specularReflection = attenuation * + LightPower * + Lights.light[i].lightColor.rgb * Material.matralParameter.specular.rgb * MaterialDiffuseColor * pow(max(0.0, cosAlpha), Material.matralParameter.shininess); } colorTotal += lightDiffuse + specularReflection; - + } colorTotal += lightAmbient; actualColor = vec4(colorTotal, 1.0); } -/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
\ No newline at end of file + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/chart2/opengl/shape3DVertexShader.glsl b/chart2/opengl/shape3DVertexShader.glsl index 4587feb780da..d0bd69370a49 100644 --- a/chart2/opengl/shape3DVertexShader.glsl +++ b/chart2/opengl/shape3DVertexShader.glsl @@ -21,9 +21,10 @@ 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: */
\ No newline at end of file + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ |