diff options
Diffstat (limited to 'chart2/opengl/shape3DFragmentShaderV300.glsl')
-rw-r--r-- | chart2/opengl/shape3DFragmentShaderV300.glsl | 93 |
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: */ |