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author | Mike Krus <mike.krus@kdab.com> | 2023-02-22 11:20:45 +0000 |
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committer | Mike Krus <mike.krus@kdab.com> | 2023-02-27 13:36:05 +0000 |
commit | 00d139e39f675c32d6b8202900a0d8d5706ee8e3 (patch) | |
tree | f2e231129f4bf45aa2fb7f9a9b46126d0c35b87e /tests/manual/shadow-map-qml/shaders/ads.frag | |
parent | 3f35ee5b3652582968adb57c5042a29a458f22a6 (diff) |
Move some examples to manual tests
Reduces the maintenance burden.
Also fixed a few issues when moving code.
Pick-to: 6.5
Change-Id: I647f0c1a215f27a0e834d328ca64cfb570639b04
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Diffstat (limited to 'tests/manual/shadow-map-qml/shaders/ads.frag')
-rw-r--r-- | tests/manual/shadow-map-qml/shaders/ads.frag | 60 |
1 files changed, 60 insertions, 0 deletions
diff --git a/tests/manual/shadow-map-qml/shaders/ads.frag b/tests/manual/shadow-map-qml/shaders/ads.frag new file mode 100644 index 000000000..f3c060f6b --- /dev/null +++ b/tests/manual/shadow-map-qml/shaders/ads.frag @@ -0,0 +1,60 @@ +// Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). +// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause + +#version 150 core + +uniform mat4 viewMatrix; + +uniform vec3 lightPosition; +uniform vec3 lightIntensity; + +uniform vec3 ka; // Ambient reflectivity +uniform vec3 kd; // Diffuse reflectivity +uniform vec3 ks; // Specular reflectivity +uniform float shininess; // Specular shininess factor + +uniform sampler2DShadow shadowMapTexture; + +in vec4 positionInLightSpace; + +in vec3 position; +in vec3 normal; + +out vec4 fragColor; + +vec3 dsModel(const in vec3 pos, const in vec3 n) +{ + // Calculate the vector from the light to the fragment + vec3 s = normalize(vec3(viewMatrix * vec4(lightPosition, 1.0)) - 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 diffuse and specular contributions (ambient is taken into account by the caller) + return lightIntensity * (kd * diffuse + ks * specular); +} + +void main() +{ + float shadowMapSample = textureProj(shadowMapTexture, positionInLightSpace); + + vec3 ambient = lightIntensity * ka; + + vec3 result = ambient; + if (shadowMapSample > 0) + result += dsModel(position, normalize(normal)); + + fragColor = vec4(result, 1.0); +} |