diff options
Diffstat (limited to 'chart2/opengl/shape3DFragmentShader.glsl')
-rw-r--r-- | chart2/opengl/shape3DFragmentShader.glsl | 112 |
1 files changed, 0 insertions, 112 deletions
diff --git a/chart2/opengl/shape3DFragmentShader.glsl b/chart2/opengl/shape3DFragmentShader.glsl deleted file mode 100644 index 5c1614ce3252..000000000000 --- a/chart2/opengl/shape3DFragmentShader.glsl +++ /dev/null @@ -1,112 +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 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; - vec4 materialColor; - - int twoSidesLighting; - float shininess; - float pad; - float pad1; -}; - -layout(std140) uniform GlobalMaterialParameters -{ - MaterialParameters matralParameter; -}Material; - -struct LightSource -{ - vec4 lightColor; - vec4 positionWorldspace; - float lightPower; - float pad1; - float pad2; - float pad3; -}; - -layout(std140) uniform GlobalLights -{ - int lightNum; - vec4 ambient; - LightSource light[MAX_LIGHT_NUM]; -} Lights; - -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); - float attenuation = 1.0; - int i = 0; - vec3 lightDirectionCameraspace; - vec3 vertexToLightSource; - - vec3 lightAmbient = Lights.ambient.rgb * - MaterialDiffuseColor * - Material.matralParameter.ambient.rgb - * 5.0; - - if ((Material.matralParameter.twoSidesLighting == 1) && (!gl_FrontFacing)) - { - normalDirectionCameraspace = -normalDirectionCameraspace; - } - for (i = 0; i < Lights.lightNum; i++) - { - 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 * - 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 * - 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: */ |