office-gobmx/chart2/opengl/shape3DFragmentShaderBatch.glsl
weigao a2282e290f modify the light to make the sence looks better
Change-Id: If6badae178ffc9be2192fcfdf41fc7d062dc32c4
2014-07-23 22:23:46 +02:00

107 lines
3.2 KiB
GLSL

/* -*- 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: */