blob: 8a0a32f180f8ab7c4c8e603bc388b16ef8036d4b [file] [log] [blame]
#version 450
layout(location = 0) in vec3 worldPosition;
layout(location = 1) in vec3 worldNormal;
layout(location = 0) out vec4 fragColor;
layout(std140, binding = 0) uniform qt3d_render_view_uniforms {
mat4 viewMatrix;
mat4 projectionMatrix;
mat4 viewProjectionMatrix;
mat4 inverseViewMatrix;
mat4 inverseProjectionMatrix;
mat4 inverseViewProjectionMatrix;
mat4 viewportMatrix;
mat4 inverseViewportMatrix;
vec4 textureTransformMatrix;
vec3 eyePosition;
float aspectRatio;
float gamma;
float exposure;
float time;
};
layout(std140, binding = 1) uniform qt3d_command_uniforms {
mat4 modelMatrix;
mat4 inverseModelMatrix;
mat4 modelViewMatrix;
mat3 modelNormalMatrix;
mat4 inverseModelViewMatrix;
mat4 mvp;
mat4 inverseModelViewProjectionMatrix;
};
layout(std140, binding = 2) uniform qt3d_custom_uniforms {
vec3 kd; // Diffuse reflectivity
vec3 ks; // Specular reflectivity
vec3 kblue; // Cool color
vec3 kyellow; // Warm color
float alpha; // Fraction of diffuse added to kblue
float beta; // Fraction of diffuse added to kyellow
float shininess; // Specular shininess factor
};
const int MAX_LIGHTS = 8;
const int TYPE_POINT = 0;
const int TYPE_DIRECTIONAL = 1;
const int TYPE_SPOT = 2;
struct Light {
int type;
vec3 position;
vec3 color;
float intensity;
vec3 direction;
float constantAttenuation;
float linearAttenuation;
float quadraticAttenuation;
float cutOffAngle;
};
layout(std140, binding = 3) uniform qt3d_light_uniforms {
uniform Light lights[MAX_LIGHTS];
uniform int lightCount;
uniform int envLightCount;
};
vec3 goochModel( const in vec3 pos, const in vec3 n )
{
// Based upon the original Gooch lighting model paper at:
// http://www.cs.northwestern.edu/~ago820/SIG98/abstract.html
// Calculate kcool and kwarm from equation (3)
vec3 kcool = clamp(kblue + alpha * kd, 0.0, 1.0);
vec3 kwarm = clamp(kyellow + beta * kd, 0.0, 1.0);
vec3 result = vec3(0.0);
for (int i = 0; i < lightCount; ++i) {
// Calculate the vector from the light to the fragment
vec3 s = normalize( vec3( lights[i].position ) - pos );
// Calculate the cos theta factor mapped onto the range [0,1]
float sDotNFactor = ( 1.0 + dot( s, n ) ) / 2.0;
// Calculate the tone by blending the kcool and kwarm contributions
// as per equation (2)
vec3 intensity = mix( kcool, kwarm, sDotNFactor );
// Calculate the vector from the fragment to the eye position
vec3 v = normalize( eyePosition - pos );
// Reflect the light beam using the normal at this fragment
vec3 r = reflect( -s, n );
// Calculate the specular component
float specular = 0.0;
if ( dot( s, n ) > 0.0 )
specular = pow( max( dot( r, v ), 0.0 ), shininess );
// Sum the blended tone and specular highlight
result += intensity + ks * specular;
}
return result;
}
void main()
{
fragColor = vec4( goochModel( worldPosition, normalize( worldNormal ) ), 1.0 );
}