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Apache License
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/** * Copyright 2012 52North Initiative for Geospatial Open Source Software GmbH *// www.ja v a 2 s. c om * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package org.n52.geoar.view.geoar.gl.mode; public class PhongFeatureShader extends FeatureShader { private final String vertexShader = "uniform mat4 " + UNIFORM_MATRIX_MVP + "; \n" + "uniform mat4 " + UNIFORM_MATRIX_MV + "; \n" + "uniform vec3 " + UNIFORM_VEC3_LIGHTPOS + "; \n" + "attribute vec3 " + ATTRIBUTE_POSITION + "; \n" + "attribute vec4 " + ATTRIBUTE_COLOR + "; \n" + "attribute vec3 " + ATTRIBUTE_NORMAL + "; \n" + /** color varying for fragment shader */ "varying vec4 vColor; \n" + "void main() \n" + "{ \n" + /** transform vertex and normals into model coordinates */ " vec3 vertexMV = vec3(" + UNIFORM_MATRIX_MV + " * vec4(" + ATTRIBUTE_POSITION + ", 0.0)); \n" + " vec3 normalMV = vec3(" + UNIFORM_MATRIX_MV + " * vec4(" + ATTRIBUTE_NORMAL + ", 0.0)); \n" + /** lightning */ " vec3 lightVec = normalize(" + UNIFORM_VEC3_LIGHTPOS + " - vertexMV) \n" + " float dist = length(" + UNIFORM_VEC3_LIGHTPOS + " - vertexMV) \n" + " float diffuse = max(dot(normalMV, lightVec), 0.1)*(1.0/(1.0(0.25*dist*dist))) \n" + /** set color and position */ " vColor = " + ATTRIBUTE_COLOR + " * diffuse; \n" + " gl_Position = " + UNIFORM_MATRIX_MVP + " \n" + " * " + ATTRIBUTE_POSITION + "; \n" + "} \n"; private final String fragmentShader = "precision mediump float; \n" // Set the default precision to medium. We don't need as high of a // precision in the fragment shader. + "varying vec4 vColor; \n" // This is the color from the vertex shader interpolated across the // triangle per fragment. //The entry point for our fragment shader. + "void main() \n" + "{ \n" // Pass through the color + "gl_FragColor = vColor; \n" + "} \n"; public PhongFeatureShader(String vertexShader, String fragmentShader) { super(vertexShader, fragmentShader); } }