summaryrefslogtreecommitdiff
path: root/chart2/opengl/shape3DFragmentShaderBatchScroll.glsl
diff options
context:
space:
mode:
Diffstat (limited to 'chart2/opengl/shape3DFragmentShaderBatchScroll.glsl')
-rw-r--r--chart2/opengl/shape3DFragmentShaderBatchScroll.glsl111
1 files changed, 111 insertions, 0 deletions
diff --git a/chart2/opengl/shape3DFragmentShaderBatchScroll.glsl b/chart2/opengl/shape3DFragmentShaderBatchScroll.glsl
new file mode 100644
index 000000000000..33e970fb918c
--- /dev/null
+++ b/chart2/opengl/shape3DFragmentShaderBatchScroll.glsl
@@ -0,0 +1,111 @@
+/* -*- 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;
+uniform int undraw;
+uniform float minCoordX;
+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()
+{
+ 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 = 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: */