diff options
author | Paul Lemire <paul.lemire@kdab.com> | 2016-04-11 14:58:17 +0200 |
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committer | Simon Hausmann <simon.hausmann@theqtcompany.com> | 2016-04-23 11:14:30 +0000 |
commit | 0542f1614aa6d50c4c9809fb0ce5f1adb5666d67 (patch) | |
tree | 77a1ed41c16262f5cc7aa9ddb2d66d3f9b61a719 /src/render/shaders/es2/normaldiffusemapalpha.frag | |
parent | 8677f62fa690efa29fbb6f870af1ea2b4e7111cf (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/render/shaders/es2/normaldiffusemapalpha.frag')
-rw-r--r-- | src/render/shaders/es2/normaldiffusemapalpha.frag | 32 |
1 files changed, 0 insertions, 32 deletions
diff --git a/src/render/shaders/es2/normaldiffusemapalpha.frag b/src/render/shaders/es2/normaldiffusemapalpha.frag deleted file mode 100644 index 98acbf01d..000000000 --- a/src/render/shaders/es2/normaldiffusemapalpha.frag +++ /dev/null @@ -1,32 +0,0 @@ -#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 - // Use the alpha from the diffuse texture (for alpha to coverage) - gl_FragColor = vec4( ka + diffuseTextureColor.rgb * diffuseColor + ks * specularColor, diffuseTextureColor.a ); -} |