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** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
** Copyright (C) 2017 The Qt Company Ltd.
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uniform highp mat4 viewMatrix;
uniform highp vec3 lightPosition;
uniform highp vec3 lightIntensity;
uniform highp vec3 ka; // Ambient reflectivity
uniform highp float shininess; // Specular shininess factor
uniform highp float opacity; // Alpha channel
uniform sampler2D diffuseTexture;
uniform sampler2D specularTexture;
uniform sampler2D normalTexture;
varying highp vec4 positionInLightSpace;
varying highp vec3 lightDir;
varying highp vec3 viewDir;
varying highp vec2 texCoord;
highp vec3 dsbModel(const highp vec3 norm, const highp vec2 flipYTexCoord)
{
// Reflection of light direction about normal
highp vec3 r = reflect(-lightDir, norm);
highp vec3 diffuseColor = texture2D(diffuseTexture, flipYTexCoord).rgb;
highp vec3 specularColor = texture2D(specularTexture, flipYTexCoord).rgb;
// Calculate the ambient contribution
highp vec3 ambient = lightIntensity * ka * diffuseColor;
// Calculate the diffuse contribution
highp float sDotN = max(dot(lightDir, norm), 0.0);
highp vec3 diffuse = lightIntensity * diffuseColor * sDotN;
// Calculate the specular highlight contribution
highp vec3 specular = vec3(0.0);
if (sDotN > 0.0)
specular = (lightIntensity * (shininess / (8.0 * 3.14))) * pow(max(dot(r, viewDir), 0.0), shininess);
specular *= specularColor;
return ambient + diffuse + specular;
}
void main()
{
highp vec2 flipYTexCoord = texCoord;
flipYTexCoord.y = 1.0 - texCoord.y;
// Sample the textures at the interpolated texCoords
highp vec4 normal = 2.0 * texture2D(normalTexture, flipYTexCoord) - vec4(1.0);
highp vec3 result = dsbModel(normalize(normal.xyz), flipYTexCoord);
// Combine spec with ambient+diffuse for final fragment color
gl_FragColor = vec4(result, opacity);
}