blob: 050a34bfbb6e2494d8d77c807a69e8a4dfc8a509 [file] [log] [blame]
/****************************************************************************
**
** 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
** a written agreement between you and The Qt Company. For licensing terms
** 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
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
**
** $QT_END_LICENSE$
**
****************************************************************************/
#version 150 core
uniform mat4 viewMatrix;
uniform vec3 lightPosition;
uniform vec3 lightIntensity;
uniform vec3 ka; // Ambient reflectivity
uniform vec3 ks; // Specular reflectivity
uniform float shininess; // Specular shininess factor
uniform float opacity; // Alpha channel
uniform sampler2D diffuseTexture;
in vec3 position;
in vec3 normal;
in vec2 texCoord;
out vec4 fragColor;
vec3 dModel(const in vec2 flipYTexCoord)
{
// Calculate the vector from the light to the fragment
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)
vec3 v = normalize(-position);
// Reflect the light beam using the normal at this fragment
vec3 r = reflect(-s, normal);
// Calculate the diffuse component
float diffuse = max(dot(s, normal), 0.0);
// Calculate the specular component
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
vec3 diffuseColor = texture(diffuseTexture, flipYTexCoord).rgb;
// Combine the ambient, diffuse and specular contributions
return lightIntensity * ((ka + diffuse) * diffuseColor + specular * ks);
}
void main()
{
vec2 flipYTexCoord = texCoord;
flipYTexCoord.y = 1.0 - texCoord.y;
vec3 result = lightIntensity * ka * texture(diffuseTexture, flipYTexCoord).rgb;
result += dModel(flipYTexCoord);
float alpha = opacity * texture(diffuseTexture, flipYTexCoord).a;
fragColor = vec4(result, alpha);
}