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+/****************************************************************************
+**
+** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
+** 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."
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#pragma include light.inc.frag
+
+void adsModel(const in vec3 worldPos,
+ const in vec3 worldNormal,
+ const in vec3 worldView,
+ const in float shininess,
+ out vec3 diffuseColor,
+ out vec3 specularColor)
+{
+ diffuseColor = vec3(0.0);
+ specularColor = vec3(0.0);
+
+ // We perform all work in world space
+ vec3 n = normalize(worldNormal);
+ vec3 s = vec3(0.0);
+
+ for (int i = 0; i < lightCount; ++i) {
+ float att = 1.0;
+ float sDotN = 0.0;
+
+ if (lights[i].type != TYPE_DIRECTIONAL) {
+ // Point and Spot lights
+
+ // Light position is already in world space
+ vec3 sUnnormalized = lights[i].position - worldPos;
+ s = normalize(sUnnormalized); // Light direction
+
+ // Calculate the attenuation factor
+ sDotN = dot(s, n);
+ if (sDotN > 0.0) {
+ if (lights[i].constantAttenuation != 0.0
+ || lights[i].linearAttenuation != 0.0
+ || lights[i].quadraticAttenuation != 0.0) {
+ float dist = length(sUnnormalized);
+ att = 1.0 / (lights[i].constantAttenuation +
+ lights[i].linearAttenuation * dist +
+ lights[i].quadraticAttenuation * dist * dist);
+ }
+
+ // The light direction is in world space already
+ if (lights[i].type == TYPE_SPOT) {
+ // Check if fragment is inside or outside of the spot light cone
+ if (degrees(acos(dot(-s, lights[i].direction))) > lights[i].cutOffAngle)
+ sDotN = 0.0;
+ }
+ }
+ } else {
+ // Directional lights
+ // The light direction is in world space already
+ s = normalize(-lights[i].direction);
+ sDotN = dot(s, n);
+ }
+
+ // Calculate the diffuse factor
+ float diffuse = max(sDotN, 0.0);
+
+ // Calculate the specular factor
+ float specular = 0.0;
+ if (diffuse > 0.0 && shininess > 0.0) {
+ float normFactor = (shininess + 2.0) / 2.0;
+ vec3 r = reflect(-s, n); // Reflection direction in world space
+ specular = normFactor * pow(max(dot(r, worldView), 0.0), shininess);
+ }
+
+ // Accumulate the diffuse and specular contributions
+ diffuseColor += att * lights[i].intensity * diffuse * lights[i].color;
+ specularColor += att * lights[i].intensity * specular * lights[i].color;
+ }
+}
+
+vec4 phongFunction(const in vec4 ambient,
+ const in vec4 diffuse,
+ const in vec4 specular,
+ const in float shininess,
+ const in vec3 worldPosition,
+ const in vec3 worldView,
+ const in vec3 worldNormal)
+{
+ // Calculate the lighting model, keeping the specular component separate
+ vec3 diffuseColor, specularColor;
+ adsModel(worldPosition, worldNormal, worldView, shininess, diffuseColor, specularColor);
+
+ // Combine spec with ambient+diffuse for final fragment color
+ vec3 color = (ambient.rgb + diffuseColor) * diffuse.rgb
+ + specularColor * specular.rgb;
+
+ return vec4(color, diffuse.a);
+}