| /**************************************************************************** |
| ** |
| ** 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. |
| ** |
| ** $QT_BEGIN_LICENSE:BSD$ |
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| ** BSD License Usage |
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| ** as follows: |
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| ****************************************************************************/ |
| |
| #version 150 core |
| |
| uniform mat4 viewMatrix; |
| |
| uniform vec3 lightPosition; |
| uniform vec3 lightIntensity; |
| |
| uniform vec3 ka; // Ambient reflectivity |
| uniform float shininess; // Specular shininess factor |
| uniform float opacity; // Alpha channel |
| |
| uniform sampler2D diffuseTexture; |
| uniform sampler2D specularTexture; |
| uniform sampler2D normalTexture; |
| |
| in vec3 lightDir; |
| in vec3 viewDir; |
| in vec2 texCoord; |
| |
| out vec4 fragColor; |
| |
| void dsbModel(const in vec3 norm, const in vec2 flipXTexCoord, out vec3 ambientAndDiff, out vec3 spec) |
| { |
| // Reflection of light direction about normal |
| vec3 r = reflect(-lightDir, norm); |
| |
| vec3 diffuseColor = texture(diffuseTexture, flipXTexCoord).rgb; |
| vec3 specularColor = texture(specularTexture, flipXTexCoord).rgb; |
| |
| // Calculate the ambient contribution |
| vec3 ambient = lightIntensity * ka * diffuseColor; |
| |
| // Calculate the diffuse contribution |
| float sDotN = max(dot(lightDir, norm), 0.0); |
| vec3 diffuse = lightIntensity * diffuseColor * sDotN; |
| |
| // Sum the ambient and diffuse contributions |
| ambientAndDiff = ambient + diffuse; |
| |
| // Calculate the specular highlight contribution |
| spec = vec3(0.0); |
| if (sDotN > 0.0) |
| spec = (lightIntensity * (shininess / (8.0 * 3.14))) * pow(max(dot(r, viewDir), 0.0), shininess); |
| |
| spec *= specularColor; |
| } |
| |
| void main() |
| { |
| vec2 flipXTexCoord = texCoord; |
| flipXTexCoord.x = 1.0 - texCoord.x; |
| |
| // Sample the textures at the interpolated texCoords |
| vec4 normal = 2.0 * texture(normalTexture, flipXTexCoord) - vec4(1.0); |
| |
| // Calculate the lighting model, keeping the specular component separate |
| vec3 ambientAndDiff, spec; |
| dsbModel(normalize(normal.xyz), flipXTexCoord, ambientAndDiff, spec); |
| vec3 result = ambientAndDiff + spec; |
| |
| // Combine spec with ambient+diffuse for final fragment color |
| fragColor = vec4(result, opacity); |
| } |