| /**************************************************************************** |
| ** |
| ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). |
| ** Copyright (C) 2017 The Qt Company Ltd. |
| ** Contact: https://www.qt.io/licensing/ |
| ** |
| ** This file is part of the Qt3D module of the Qt Toolkit. |
| ** |
| ** $QT_BEGIN_LICENSE:BSD$ |
| ** Commercial License Usage |
| ** Licensees holding valid commercial Qt licenses may use this file in |
| ** accordance with the commercial license agreement provided with the |
| ** Software or, alternatively, in accordance with the terms contained in |
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| ** and conditions see https://www.qt.io/terms-conditions. For further |
| ** information use the contact form at https://www.qt.io/contact-us. |
| ** |
| ** BSD License Usage |
| ** Alternatively, you may use this file under the terms of the BSD license |
| ** as follows: |
| ** |
| ** "Redistribution and use in source and binary forms, with or without |
| ** modification, are permitted provided that the following conditions are |
| ** met: |
| ** * Redistributions of source code must retain the above copyright |
| ** notice, this list of conditions and the following disclaimer. |
| ** * Redistributions in binary form must reproduce the above copyright |
| ** notice, this list of conditions and the following disclaimer in |
| ** the documentation and/or other materials provided with the |
| ** distribution. |
| ** * Neither the name of The Qt Company Ltd nor the names of its |
| ** contributors may be used to endorse or promote products derived |
| ** from this software without specific prior written permission. |
| ** |
| ** |
| ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
| ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
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| ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." |
| ** |
| ** $QT_END_LICENSE$ |
| ** |
| ****************************************************************************/ |
| |
| 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; |
| |
| varying highp vec4 positionInLightSpace; |
| |
| varying highp vec3 position; |
| varying highp vec3 normal; |
| varying highp vec2 texCoord; |
| |
| highp vec3 dsModel(const highp vec2 flipYTexCoord) |
| { |
| // Calculate the vector from the light to the fragment |
| highp vec3 s = normalize(vec3(viewMatrix * vec4(lightPosition, 1.0)) - position); |
| |
| // Calculate the vector from the fragment to the eye position |
| // (origin since this is in "eye" or "camera" space) |
| highp vec3 v = normalize(-position); |
| |
| // Reflect the light beam using the normal at this fragment |
| highp vec3 r = reflect(-s, normal); |
| |
| // Calculate the diffuse component |
| highp float diffuse = max(dot(s, normal), 0.0); |
| |
| // Calculate the specular component |
| highp float specular = 0.0; |
| if (dot(s, normal) > 0.0) |
| specular = (shininess / (8.0 * 3.14)) * pow(max(dot(r, v), 0.0), shininess); |
| |
| // Lookup diffuse and specular factors |
| highp vec3 diffuseColor = texture2D(diffuseTexture, flipYTexCoord).rgb; |
| highp vec3 specularColor = texture2D(specularTexture, flipYTexCoord).rgb; |
| |
| // Combine the ambient, diffuse and specular contributions |
| return lightIntensity * ((ka + diffuse) * diffuseColor + specular * specularColor); |
| } |
| |
| void main() |
| { |
| highp vec2 flipYTexCoord = texCoord; |
| flipYTexCoord.y = 1.0 - texCoord.y; |
| |
| highp vec3 result = dsModel(flipYTexCoord); |
| |
| highp float alpha = opacity * texture2D(diffuseTexture, flipYTexCoord).a; |
| |
| gl_FragColor = vec4(result, alpha); |
| } |