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-rw-r--r--chart2/opengl/shape3DFragmentShaderBatch.glsl108
1 files changed, 0 insertions, 108 deletions
diff --git a/chart2/opengl/shape3DFragmentShaderBatch.glsl b/chart2/opengl/shape3DFragmentShaderBatch.glsl
deleted file mode 100644
index e2a096155bc2..000000000000
--- a/chart2/opengl/shape3DFragmentShaderBatch.glsl
+++ /dev/null
@@ -1,108 +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;
-in vec4 fragBarColor;
-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 = fragBarColor.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;
-
- 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: */