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authorMika Salmela <mika.salmela@theqtcompany.com>2015-06-23 16:56:59 +0300
committerMika Salmela <mika.salmela@theqtcompany.com>2015-06-23 14:06:17 +0000
commit5cc86303d61264d98b51c7130dd36f50131a67ee (patch)
tree3032e743a383c56c49af1dcee109b772c06234e9 /examples/qt3d/planets-qml/shaders
parentdbe0950dfa2e6351af45a564e62b7a47ba6e7be2 (diff)
Add ES2 support to planets-qml example
Change-Id: Ic5208d2149efbd03b82417ce3af17747375663f5 Reviewed-by: Miikka Heikkinen <miikka.heikkinen@theqtcompany.com>
Diffstat (limited to 'examples/qt3d/planets-qml/shaders')
-rw-r--r--examples/qt3d/planets-qml/shaders/es2/planetD.frag93
-rw-r--r--examples/qt3d/planets-qml/shaders/es2/planetD.vert69
-rw-r--r--examples/qt3d/planets-qml/shaders/es2/planetDB.frag89
-rw-r--r--examples/qt3d/planets-qml/shaders/es2/planetDB.vert94
-rw-r--r--examples/qt3d/planets-qml/shaders/es2/planetDS.frag94
-rw-r--r--examples/qt3d/planets-qml/shaders/es2/planetDSB.frag94
-rw-r--r--examples/qt3d/planets-qml/shaders/gl3/planetD.frag (renamed from examples/qt3d/planets-qml/shaders/planetD.frag)0
-rw-r--r--examples/qt3d/planets-qml/shaders/gl3/planetD.vert (renamed from examples/qt3d/planets-qml/shaders/planetD.vert)0
-rw-r--r--examples/qt3d/planets-qml/shaders/gl3/planetDB.frag (renamed from examples/qt3d/planets-qml/shaders/planetDB.frag)0
-rw-r--r--examples/qt3d/planets-qml/shaders/gl3/planetDB.vert (renamed from examples/qt3d/planets-qml/shaders/planetDB.vert)0
-rw-r--r--examples/qt3d/planets-qml/shaders/gl3/planetDS.frag (renamed from examples/qt3d/planets-qml/shaders/planetDS.frag)0
-rw-r--r--examples/qt3d/planets-qml/shaders/gl3/planetDSB.frag (renamed from examples/qt3d/planets-qml/shaders/planetDSB.frag)0
-rw-r--r--examples/qt3d/planets-qml/shaders/gl3/shadowmap.frag (renamed from examples/qt3d/planets-qml/shaders/shadowmap.frag)0
-rw-r--r--examples/qt3d/planets-qml/shaders/gl3/shadowmap.vert (renamed from examples/qt3d/planets-qml/shaders/shadowmap.vert)0
14 files changed, 533 insertions, 0 deletions
diff --git a/examples/qt3d/planets-qml/shaders/es2/planetD.frag b/examples/qt3d/planets-qml/shaders/es2/planetD.frag
new file mode 100644
index 000000000..6df16b5b4
--- /dev/null
+++ b/examples/qt3d/planets-qml/shaders/es2/planetD.frag
@@ -0,0 +1,93 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** 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 http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPLv3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+uniform highp mat4 viewMatrix;
+
+uniform highp vec3 lightPosition;
+uniform highp vec3 lightIntensity;
+
+uniform highp vec3 ka; // Ambient reflectivity
+uniform highp vec3 ks; // Specular reflectivity
+uniform highp float shininess; // Specular shininess factor
+uniform highp float opacity; // Alpha channel
+
+uniform sampler2D diffuseTexture;
+
+varying highp vec4 positionInLightSpace;
+
+varying highp vec3 position;
+varying highp vec3 normal;
+varying highp vec2 texCoord;
+
+highp vec3 dModel(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;
+
+ // Combine the ambient, diffuse and specular contributions
+ return lightIntensity * ((ka + diffuse) * diffuseColor + specular * ks);
+}
+
+void main()
+{
+ highp vec2 flipYTexCoord = texCoord;
+ flipYTexCoord.y = 1.0 - texCoord.y;
+
+ highp vec3 result = dModel(flipYTexCoord);
+
+ highp float alpha = opacity * texture2D(diffuseTexture, flipYTexCoord).a;
+
+ gl_FragColor = vec4(result, alpha);
+}
diff --git a/examples/qt3d/planets-qml/shaders/es2/planetD.vert b/examples/qt3d/planets-qml/shaders/es2/planetD.vert
new file mode 100644
index 000000000..12f19768c
--- /dev/null
+++ b/examples/qt3d/planets-qml/shaders/es2/planetD.vert
@@ -0,0 +1,69 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** 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 http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPLv3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+attribute vec3 vertexPosition;
+attribute vec3 vertexNormal;
+attribute vec2 vertexTexCoord;
+
+varying vec4 positionInLightSpace;
+varying vec3 position;
+varying vec3 normal;
+varying vec2 texCoord;
+
+uniform mat4 lightViewProjection;
+uniform mat4 modelMatrix;
+uniform mat4 modelView;
+uniform mat3 modelViewNormal;
+uniform mat4 mvp;
+
+uniform float texCoordScale;
+
+void main()
+{
+ const mat4 shadowMatrix = mat4(0.5, 0.0, 0.0, 0.0,
+ 0.0, 0.5, 0.0, 0.0,
+ 0.0, 0.0, 0.5, 0.0,
+ 0.5, 0.5, 0.5, 1.0);
+
+ positionInLightSpace = shadowMatrix * lightViewProjection * modelMatrix * vec4(vertexPosition, 1.0);
+
+ texCoord = vertexTexCoord * texCoordScale;
+ normal = normalize(modelViewNormal * vertexNormal);
+ position = vec3(modelView * vec4(vertexPosition, 1.0));
+
+ gl_Position = mvp * vec4(vertexPosition, 1.0);
+}
diff --git a/examples/qt3d/planets-qml/shaders/es2/planetDB.frag b/examples/qt3d/planets-qml/shaders/es2/planetDB.frag
new file mode 100644
index 000000000..0a2cc87ee
--- /dev/null
+++ b/examples/qt3d/planets-qml/shaders/es2/planetDB.frag
@@ -0,0 +1,89 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** 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 http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPLv3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+uniform highp mat4 viewMatrix;
+
+uniform highp vec3 lightPosition;
+uniform highp vec3 lightIntensity;
+
+uniform highp vec3 ka; // Ambient reflectivity
+uniform highp vec3 ks; // Specular reflectivity
+uniform highp float shininess; // Specular shininess factor
+uniform highp float opacity; // Alpha channel
+
+uniform sampler2D diffuseTexture;
+uniform sampler2D normalTexture;
+
+varying highp vec4 positionInLightSpace;
+
+varying highp vec3 lightDir;
+varying highp vec3 viewDir;
+varying highp vec2 texCoord;
+
+highp vec3 dbModel(const highp vec3 norm, const highp vec2 flipYTexCoord)
+{
+ // Reflection of light direction about normal
+ highp vec3 r = reflect(-lightDir, norm);
+
+ highp vec3 diffuseColor = texture2D(diffuseTexture, flipYTexCoord).rgb;
+
+ // Calculate the ambient contribution
+ highp vec3 ambient = lightIntensity * ka * diffuseColor;
+
+ // Calculate the diffuse contribution
+ highp float sDotN = max(dot(lightDir, norm), 0.0);
+ highp vec3 diffuse = lightIntensity * diffuseColor * sDotN;
+
+ // Calculate the specular highlight contribution
+ highp vec3 specular = vec3(0.0);
+ if (sDotN > 0.0)
+ specular = (lightIntensity * ks) * pow(max(dot(r, viewDir), 0.0), shininess);
+
+ return ambient + diffuse + specular;
+}
+
+void main()
+{
+ highp vec2 flipYTexCoord = texCoord;
+ flipYTexCoord.y = 1.0 - texCoord.y;
+
+ highp vec4 normal = 2.0 * texture2D(normalTexture, flipYTexCoord) - vec4(1.0);
+
+ highp vec3 result = dbModel(normalize(normal.xyz), flipYTexCoord);
+
+ gl_FragColor = vec4(result, opacity);
+}
diff --git a/examples/qt3d/planets-qml/shaders/es2/planetDB.vert b/examples/qt3d/planets-qml/shaders/es2/planetDB.vert
new file mode 100644
index 000000000..423e337c9
--- /dev/null
+++ b/examples/qt3d/planets-qml/shaders/es2/planetDB.vert
@@ -0,0 +1,94 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** 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 http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPLv3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+attribute vec3 vertexPosition;
+attribute vec3 vertexNormal;
+attribute vec2 vertexTexCoord;
+attribute vec4 vertexTangent;
+
+varying vec4 positionInLightSpace;
+varying vec3 lightDir;
+varying vec3 viewDir;
+varying vec2 texCoord;
+
+uniform mat4 viewMatrix;
+uniform mat4 lightViewProjection;
+uniform mat4 modelMatrix;
+uniform mat4 modelView;
+uniform mat3 modelViewNormal;
+uniform mat4 mvp;
+
+uniform float texCoordScale;
+
+uniform vec3 lightPosition;
+
+void main()
+{
+ const mat4 shadowMatrix = mat4(0.5, 0.0, 0.0, 0.0,
+ 0.0, 0.5, 0.0, 0.0,
+ 0.0, 0.0, 0.5, 0.0,
+ 0.5, 0.5, 0.5, 1.0);
+
+ positionInLightSpace = shadowMatrix * lightViewProjection * modelMatrix * vec4(vertexPosition, 1.0);
+
+ // Pass through texture coordinates
+ texCoord = vertexTexCoord * texCoordScale;
+
+ // Transform position, normal, and tangent to eye coords
+ vec3 normal = normalize(modelViewNormal * vertexNormal);
+ vec3 tangent = normalize(modelViewNormal * vertexTangent.xyz);
+ vec3 position = vec3(modelView * vec4(vertexPosition, 1.0));
+
+ // Calculate binormal vector
+ vec3 binormal = normalize(cross(normal, tangent));
+
+ // Construct matrix to transform from eye coords to tangent space
+ mat3 tangentMatrix = mat3 (
+ tangent.x, binormal.x, normal.x,
+ tangent.y, binormal.y, normal.y,
+ tangent.z, binormal.z, normal.z);
+
+ // Transform light direction and view direction to tangent space
+ vec3 s = lightPosition - position;
+ lightDir = normalize(tangentMatrix * vec3(viewMatrix * vec4(s, 1.0)));
+
+ vec3 v = -position;
+ viewDir = normalize(tangentMatrix * v);
+
+ // Calculate vertex position in clip coordinates
+ gl_Position = mvp * vec4(vertexPosition, 1.0);
+}
diff --git a/examples/qt3d/planets-qml/shaders/es2/planetDS.frag b/examples/qt3d/planets-qml/shaders/es2/planetDS.frag
new file mode 100644
index 000000000..9b35ce10c
--- /dev/null
+++ b/examples/qt3d/planets-qml/shaders/es2/planetDS.frag
@@ -0,0 +1,94 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** 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 http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPLv3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+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);
+}
diff --git a/examples/qt3d/planets-qml/shaders/es2/planetDSB.frag b/examples/qt3d/planets-qml/shaders/es2/planetDSB.frag
new file mode 100644
index 000000000..cbbdae353
--- /dev/null
+++ b/examples/qt3d/planets-qml/shaders/es2/planetDSB.frag
@@ -0,0 +1,94 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** 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 http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPLv3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+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;
+uniform sampler2D normalTexture;
+
+varying highp vec4 positionInLightSpace;
+
+varying highp vec3 lightDir;
+varying highp vec3 viewDir;
+varying highp vec2 texCoord;
+
+highp vec3 dsbModel(const highp vec3 norm, const highp vec2 flipYTexCoord)
+{
+ // Reflection of light direction about normal
+ highp vec3 r = reflect(-lightDir, norm);
+
+ highp vec3 diffuseColor = texture2D(diffuseTexture, flipYTexCoord).rgb;
+ highp vec3 specularColor = texture2D(specularTexture, flipYTexCoord).rgb;
+
+ // Calculate the ambient contribution
+ highp vec3 ambient = lightIntensity * ka * diffuseColor;
+
+ // Calculate the diffuse contribution
+ highp float sDotN = max(dot(lightDir, norm), 0.0);
+ highp vec3 diffuse = lightIntensity * diffuseColor * sDotN;
+
+ // Calculate the specular highlight contribution
+ highp vec3 specular = vec3(0.0);
+ if (sDotN > 0.0)
+ specular = (lightIntensity * (shininess / (8.0 * 3.14))) * pow(max(dot(r, viewDir), 0.0), shininess);
+
+ specular *= specularColor;
+
+ return ambient + diffuse + specular;
+}
+
+void main()
+{
+ highp vec2 flipYTexCoord = texCoord;
+ flipYTexCoord.y = 1.0 - texCoord.y;
+
+ // Sample the textures at the interpolated texCoords
+ highp vec4 normal = 2.0 * texture2D(normalTexture, flipYTexCoord) - vec4(1.0);
+
+ highp vec3 result = dsbModel(normalize(normal.xyz), flipYTexCoord);
+
+ // Combine spec with ambient+diffuse for final fragment color
+ gl_FragColor = vec4(result, opacity);
+}
diff --git a/examples/qt3d/planets-qml/shaders/planetD.frag b/examples/qt3d/planets-qml/shaders/gl3/planetD.frag
index 62d941d25..62d941d25 100644
--- a/examples/qt3d/planets-qml/shaders/planetD.frag
+++ b/examples/qt3d/planets-qml/shaders/gl3/planetD.frag
diff --git a/examples/qt3d/planets-qml/shaders/planetD.vert b/examples/qt3d/planets-qml/shaders/gl3/planetD.vert
index 41a1db6e4..41a1db6e4 100644
--- a/examples/qt3d/planets-qml/shaders/planetD.vert
+++ b/examples/qt3d/planets-qml/shaders/gl3/planetD.vert
diff --git a/examples/qt3d/planets-qml/shaders/planetDB.frag b/examples/qt3d/planets-qml/shaders/gl3/planetDB.frag
index bf53a127b..bf53a127b 100644
--- a/examples/qt3d/planets-qml/shaders/planetDB.frag
+++ b/examples/qt3d/planets-qml/shaders/gl3/planetDB.frag
diff --git a/examples/qt3d/planets-qml/shaders/planetDB.vert b/examples/qt3d/planets-qml/shaders/gl3/planetDB.vert
index e30394aa3..e30394aa3 100644
--- a/examples/qt3d/planets-qml/shaders/planetDB.vert
+++ b/examples/qt3d/planets-qml/shaders/gl3/planetDB.vert
diff --git a/examples/qt3d/planets-qml/shaders/planetDS.frag b/examples/qt3d/planets-qml/shaders/gl3/planetDS.frag
index 2a1b78bfa..2a1b78bfa 100644
--- a/examples/qt3d/planets-qml/shaders/planetDS.frag
+++ b/examples/qt3d/planets-qml/shaders/gl3/planetDS.frag
diff --git a/examples/qt3d/planets-qml/shaders/planetDSB.frag b/examples/qt3d/planets-qml/shaders/gl3/planetDSB.frag
index deb9565d4..deb9565d4 100644
--- a/examples/qt3d/planets-qml/shaders/planetDSB.frag
+++ b/examples/qt3d/planets-qml/shaders/gl3/planetDSB.frag
diff --git a/examples/qt3d/planets-qml/shaders/shadowmap.frag b/examples/qt3d/planets-qml/shaders/gl3/shadowmap.frag
index 63f203da6..63f203da6 100644
--- a/examples/qt3d/planets-qml/shaders/shadowmap.frag
+++ b/examples/qt3d/planets-qml/shaders/gl3/shadowmap.frag
diff --git a/examples/qt3d/planets-qml/shaders/shadowmap.vert b/examples/qt3d/planets-qml/shaders/gl3/shadowmap.vert
index ca93360c6..ca93360c6 100644
--- a/examples/qt3d/planets-qml/shaders/shadowmap.vert
+++ b/examples/qt3d/planets-qml/shaders/gl3/shadowmap.vert