summaryrefslogtreecommitdiffstats
path: root/src/extras/shaders/es2/normaldiffusemap.frag
diff options
context:
space:
mode:
authorPaul Lemire <paul.lemire@kdab.com>2016-04-11 14:58:17 +0200
committerSimon Hausmann <simon.hausmann@theqtcompany.com>2016-04-23 11:14:30 +0000
commit0542f1614aa6d50c4c9809fb0ce5f1adb5666d67 (patch)
tree77a1ed41c16262f5cc7aa9ddb2d66d3f9b61a719 /src/extras/shaders/es2/normaldiffusemap.frag
parent8677f62fa690efa29fbb6f870af1ea2b4e7111cf (diff)
Move defaults and geometries out of Qt3DRender and into Qt3DExtras
QBoundingVolumeDebug has been disabled for now. Will be re-enabled later on. Change-Id: Id6b0abab2ec2aa697330bd20d782f9d104d25d50 Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'src/extras/shaders/es2/normaldiffusemap.frag')
-rw-r--r--src/extras/shaders/es2/normaldiffusemap.frag31
1 files changed, 31 insertions, 0 deletions
diff --git a/src/extras/shaders/es2/normaldiffusemap.frag b/src/extras/shaders/es2/normaldiffusemap.frag
new file mode 100644
index 000000000..c69aa8b81
--- /dev/null
+++ b/src/extras/shaders/es2/normaldiffusemap.frag
@@ -0,0 +1,31 @@
+#define FP highp
+
+varying FP vec3 worldPosition;
+varying FP vec2 texCoord;
+varying FP mat3 tangentMatrix;
+
+uniform sampler2D diffuseTexture;
+uniform sampler2D normalTexture;
+
+// TODO: Replace with a struct
+uniform FP vec3 ka; // Ambient reflectivity
+uniform FP vec3 ks; // Specular reflectivity
+uniform FP float shininess; // Specular shininess factor
+
+uniform FP vec3 eyePosition;
+
+#pragma include light.inc.frag
+
+void main()
+{
+ // Sample the textures at the interpolated texCoords
+ FP vec4 diffuseTextureColor = texture2D( diffuseTexture, texCoord );
+ FP vec3 normal = 2.0 * texture2D( normalTexture, texCoord ).rgb - vec3( 1.0 );
+
+ // Calculate the lighting model, keeping the specular component separate
+ FP vec3 diffuseColor, specularColor;
+ adsModelNormalMapped(worldPosition, normal, eyePosition, shininess, tangentMatrix, diffuseColor, specularColor);
+
+ // Combine spec with ambient+diffuse for final fragment color
+ gl_FragColor = vec4( ka + diffuseTextureColor.rgb * diffuseColor + ks * specularColor, 1.0 );
+}