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author | Paul Lemire <paul.lemire@kdab.com> | 2015-07-08 12:51:59 +0200 |
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committer | Sean Harmer <sean.harmer@kdab.com> | 2015-07-12 19:14:20 +0000 |
commit | 008b1218476ada691eec9bb4e181b2415fc1f0f4 (patch) | |
tree | 3442e3fe9a8d1f2ba00768a85eb666e6390ed702 /examples/qt3d/transparency-qml-scene3d/phongalpha.frag | |
parent | e12a0f0276521608dbbfdb03dfd0c089cd27eae2 (diff) |
Add transparency-qml-scene3d
Does the same thing as transparency-qml, allows to verify there's nothing
wrong with QtQuick 2 premultiplied alpha
Change-Id: Ia85a9759eace636e13d2e1b4a0e7f65fb96171e1
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'examples/qt3d/transparency-qml-scene3d/phongalpha.frag')
-rw-r--r-- | examples/qt3d/transparency-qml-scene3d/phongalpha.frag | 43 |
1 files changed, 43 insertions, 0 deletions
diff --git a/examples/qt3d/transparency-qml-scene3d/phongalpha.frag b/examples/qt3d/transparency-qml-scene3d/phongalpha.frag new file mode 100644 index 000000000..b6b21fae4 --- /dev/null +++ b/examples/qt3d/transparency-qml-scene3d/phongalpha.frag @@ -0,0 +1,43 @@ +#define FP highp + +uniform FP vec4 lightPosition; +uniform FP vec3 lightIntensity; + +// TODO: Replace with a struct +uniform FP vec3 ka; // Ambient reflectivity +uniform FP vec3 kd; // Diffuse reflectivity +uniform FP vec3 ks; // Specular reflectivity +uniform FP float shininess; // Specular shininess factor +uniform float alpha; + +varying FP vec3 position; +varying FP vec3 normal; + +FP vec3 adsModel( const FP vec3 pos, const FP vec3 n ) +{ + // Calculate the vector from the light to the fragment + FP vec3 s = normalize( vec3( lightPosition ) - pos ); + + // Calculate the vector from the fragment to the eye position + // (origin since this is in "eye" or "camera" space) + FP vec3 v = normalize( -pos ); + + // Reflect the light beam using the normal at this fragment + FP vec3 r = reflect( -s, n ); + + // Calculate the diffuse component + FP float diffuse = max( dot( s, n ), 0.0 ); + + // Calculate the specular component + FP float specular = 0.0; + if ( dot( s, n ) > 0.0 ) + specular = pow( max( dot( r, v ), 0.0 ), shininess ); + + // Combine the ambient, diffuse and specular contributions + return lightIntensity * ( ka + kd * diffuse + ks * specular ); +} + +void main() +{ + gl_FragColor = vec4( adsModel( position, normalize( normal ) ), alpha ); +} |