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authorRobert Brock <robert.brock@kdab.com>2016-05-06 10:47:51 +0100
committerSean Harmer <sean.harmer@kdab.com>2016-05-15 13:44:24 +0000
commit2bcf2fb62b90b08bf9e0b531a125a7d44ed3ad13 (patch)
tree942a3d88a0519a68a2499e79e6ce23d872c99881 /tests/manual/bigscene-instanced-qml/instanced.frag
parentca1492cb1fa22e0e6f95b88ba68f5b3b80969c33 (diff)
Moved bigscene-instanced-qml example to manual test
Part of an examples cleanup Change-Id: If90e4d1aa004f62b9ef62937b8c8ac0b871a6cd1 Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'tests/manual/bigscene-instanced-qml/instanced.frag')
-rw-r--r--tests/manual/bigscene-instanced-qml/instanced.frag43
1 files changed, 43 insertions, 0 deletions
diff --git a/tests/manual/bigscene-instanced-qml/instanced.frag b/tests/manual/bigscene-instanced-qml/instanced.frag
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+++ b/tests/manual/bigscene-instanced-qml/instanced.frag
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+#version 150 core
+
+uniform vec4 lightPosition = vec4(1.0, 1.0, 0.0, 1.0);
+uniform vec3 lightIntensity = vec3(1.0, 1.0, 1.0);
+
+uniform vec3 ka; // Ambient reflectivity
+uniform vec3 ks = vec3(1.0, 1.0, 1.0); // Specular reflectivity
+uniform float shininess = 150.0; // Specular shininess factor
+
+in vec3 kd; // Diffuse reflectivity
+in vec3 position;
+in vec3 normal;
+
+out vec4 fragColor;
+
+vec3 adsModel( const in vec3 pos, const in vec3 n )
+{
+ // Calculate the vector from the light to the fragment
+ 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)
+ vec3 v = normalize( -pos );
+
+ // Reflect the light beam using the normal at this fragment
+ vec3 r = reflect( -s, n );
+
+ // Calculate the diffuse component
+ float diffuse = max( dot( s, n ), 0.0 );
+
+ // Calculate the specular component
+ 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()
+{
+ fragColor = vec4( adsModel( position, normalize( normal ) ), 1.0 );
+}