Finally fixed the shader.

This commit is contained in:
2014-05-26 16:43:59 -04:30
parent 1bbe0db68d
commit c2afd241fc
3 changed files with 28 additions and 23 deletions

View File

@@ -13,7 +13,6 @@
* See the License for the specific language governing permissions and * See the License for the specific language governing permissions and
* limitations under the License. * limitations under the License.
*/ */
#ifdef GL_ES #ifdef GL_ES
precision mediump float; precision mediump float;
#endif #endif
@@ -33,27 +32,29 @@ varying vec3 v_normal;
// Fragment shaded diffuse color. // Fragment shaded diffuse color.
varying vec4 v_diffuse; varying vec4 v_diffuse;
// Vector from the fragment to the light source.
varying vec3 v_lightVector;
// Vector from the fragment to the camera. // Vector from the fragment to the camera.
varying vec3 v_eyeVector; varying vec3 v_eyeVector;
// The light vector reflected around the fragment normal. // The light vector reflected around the fragment normal.
varying vec3 v_reflectedVector; varying vec3 v_reflectedVector;
// The clamped dot product between the normal and the light vector.
varying float v_nDotL;
void main(){ void main(){
// Normalize the input varyings. // Normalize the input varyings.
vec3 normal = normalize(v_normal); vec3 normal = normalize(v_normal);
vec3 lightVector = normalize(v_lightVector); vec3 eyeVector = normalize(v_eyeVector);
vec3 eyeVector = normalize(v_eyeVector);
vec3 reflectedVector = normalize(v_reflectedVector); vec3 reflectedVector = normalize(v_reflectedVector);
// Specular Term: // Specular Term.
vec4 specular = u_specular * pow(max(dot(reflectedVector, eyeVector), 0.0), u_shiny); vec4 specular = vec4(0.0, 0.0, 0.0, 1.0);
if(v_nDotL > 0.0){
specular = u_specular * pow(max(dot(reflectedVector, eyeVector), 0.0), u_shiny);
}
// Aggregate light color. // Aggregate light color.
vec4 finalColor = clamp(vec4(u_ambient.rgb + v_diffuse.rgb + specular.rgb, 1.0), 0.0, 1.0); vec4 finalColor = clamp(vec4(/*u_ambient.rgb*/ + v_diffuse.rgb + specular.rgb, 1.0), 0.0, 1.0);
// Final color. // Final color.
gl_FragColor = finalColor; gl_FragColor = finalColor;

View File

@@ -13,13 +13,15 @@
* See the License for the specific language governing permissions and * See the License for the specific language governing permissions and
* limitations under the License. * limitations under the License.
*/ */
// Model-view matrix. // Model-view matrix.
uniform mat4 u_projTrans; uniform mat4 u_projTrans;
// The world space geometric transformation to apply to this vertex. // The world space geometric transformation to apply to this vertex.
uniform mat4 u_geomTrans; uniform mat4 u_geomTrans;
// The inverse transpose of the geometric transformation matrix.
uniform mat4 u_normalMatrix;
// Light source position // Light source position
uniform vec3 u_lightPos; uniform vec3 u_lightPos;
@@ -41,30 +43,32 @@ attribute vec4 a_normal;
// Fragment normal. // Fragment normal.
varying vec3 v_normal; varying vec3 v_normal;
// Diffuse shaded color to pass to the fragment shader. // Diffuse shaded color.
varying vec4 v_diffuse; varying vec4 v_diffuse;
// The vector from the vertex to the light source.
varying vec3 v_lightVector;
// The vector from the vertex to the camera. // The vector from the vertex to the camera.
varying vec3 v_eyeVector; varying vec3 v_eyeVector;
// The light vector reflected around the vertex normal. // The light vector reflected around the vertex normal.
varying vec3 v_reflectedVector; varying vec3 v_reflectedVector;
// The clamped dot product between the normal and the light vector.
varying float v_nDotL;
void main(){ void main(){
// Apply the geometric transformation to the original position of the vertex.
vec4 transformedPosition = u_geomTrans * a_position; vec4 transformedPosition = u_geomTrans * a_position;
vec3 lightVector = normalize(u_lightPos.xyz);
vec3 invLightVector = normalize(-u_lightPos.xyz);
// Set the varyings. // Set the varyings.
v_normal = normalize(a_normal.xyz); v_normal = normalize(vec4(u_normalMatrix * a_normal).xyz);
v_lightVector = normalize(transformedPosition.xyz - u_lightPos.xyz); v_eyeVector = normalize(u_cameraPos.xyz - transformedPosition.xyz);
v_eyeVector = normalize(u_cameraPos.xyz - transformedPosition.xyz); v_reflectedVector = normalize(reflect(-lightVector, v_normal));
v_reflectedVector = normalize(reflect(-v_lightVector, a_normal.xyz));
// Diffuse Term. // Diffuse Term.
v_diffuse = u_lightDiffuse * u_materialDiffuse * max(dot(a_normal.xyz, v_lightVector), 0.0); float invNDotL = max(dot(v_normal.xyz, invLightVector), 0.0);
v_nDotL = max(dot(v_normal.xyz, lightVector), 0.0);
v_diffuse = (u_lightDiffuse * u_materialDiffuse * v_nDotL) + (vec4(0.1, 0.1, 0.2, 1.0) * u_materialDiffuse * invNDotL);
gl_Position = u_projTrans * transformedPosition; gl_Position = u_projTrans * transformedPosition;
} }

View File

@@ -24,7 +24,7 @@ import org.opencv.android.Utils;
import org.opencv.core.Mat; import org.opencv.core.Mat;
import org.opencv.imgproc.Imgproc; import org.opencv.imgproc.Imgproc;
import ve.ucv.ciens.ccg.nxtar.interfaces.AndroidFunctionalityWrapper; import ve.ucv.ciens.ccg.nxtar.interfaces.ActionResolver;
import ve.ucv.ciens.ccg.nxtar.interfaces.ImageProcessor; import ve.ucv.ciens.ccg.nxtar.interfaces.ImageProcessor;
import ve.ucv.ciens.ccg.nxtar.utils.ProjectConstants; import ve.ucv.ciens.ccg.nxtar.utils.ProjectConstants;
import android.content.Context; import android.content.Context;
@@ -51,7 +51,7 @@ import com.badlogic.gdx.math.Vector3;
* <p>Provides operating system services to the LibGDX platform * <p>Provides operating system services to the LibGDX platform
* independant code, and handles OpenCV initialization and api calls.</p> * independant code, and handles OpenCV initialization and api calls.</p>
*/ */
public class MainActivity extends AndroidApplication implements AndroidFunctionalityWrapper, ImageProcessor{ public class MainActivity extends AndroidApplication implements ActionResolver, ImageProcessor{
/** /**
* Tag used for logging. * Tag used for logging.
*/ */