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-rw-r--r--examples/qt3d/advancedcustommaterial/shaders/es2/water.frag2
-rw-r--r--examples/qt3d/advancedcustommaterial/shaders/gl3/water.frag2
-rw-r--r--src/extras/extras.qrc3
-rw-r--r--src/extras/shaders/es2/diffusemap.frag2
-rw-r--r--src/extras/shaders/es2/diffusespecularmap.frag2
-rw-r--r--src/extras/shaders/es2/light.inc.frag79
-rw-r--r--src/extras/shaders/es2/light.inc.frag10091
-rw-r--r--src/extras/shaders/es2/normaldiffusemap.frag2
-rw-r--r--src/extras/shaders/es2/normaldiffusespecularmap.frag2
-rw-r--r--src/extras/shaders/es2/pervertexcolor.frag2
-rw-r--r--src/extras/shaders/es2/phong.frag2
-rw-r--r--src/extras/shaders/es2/phong.inc.frag128
-rw-r--r--src/extras/shaders/es2/phong.inc.frag100142
-rw-r--r--src/extras/shaders/gl3/diffusemap.frag2
-rw-r--r--src/extras/shaders/gl3/diffusespecularmap.frag2
-rw-r--r--src/extras/shaders/gl3/light.inc.frag87
-rw-r--r--src/extras/shaders/gl3/normaldiffusemap.frag2
-rw-r--r--src/extras/shaders/gl3/normaldiffusespecularmap.frag2
-rw-r--r--src/extras/shaders/gl3/pervertexcolor.frag2
-rw-r--r--src/extras/shaders/gl3/phong.frag2
-rw-r--r--src/extras/shaders/gl3/phong.inc.frag138
21 files changed, 425 insertions, 271 deletions
diff --git a/examples/qt3d/advancedcustommaterial/shaders/es2/water.frag b/examples/qt3d/advancedcustommaterial/shaders/es2/water.frag
index dfd2650bd..f471504fa 100644
--- a/examples/qt3d/advancedcustommaterial/shaders/es2/water.frag
+++ b/examples/qt3d/advancedcustommaterial/shaders/es2/water.frag
@@ -29,7 +29,7 @@ uniform FP float shininess;
uniform FP float normalAmount;
uniform FP vec3 eyePosition;
-#pragma include light.inc.frag
+#pragma include phong.inc.frag
#pragma include coordinatesystems.inc
void main()
diff --git a/examples/qt3d/advancedcustommaterial/shaders/gl3/water.frag b/examples/qt3d/advancedcustommaterial/shaders/gl3/water.frag
index 49d57fcaf..6e9722314 100644
--- a/examples/qt3d/advancedcustommaterial/shaders/gl3/water.frag
+++ b/examples/qt3d/advancedcustommaterial/shaders/gl3/water.frag
@@ -32,7 +32,7 @@ uniform vec3 eyePosition;
out vec4 fragColor;
-#pragma include light.inc.frag
+#pragma include phong.inc.frag
#pragma include coordinatesystems.inc
void main()
diff --git a/src/extras/extras.qrc b/src/extras/extras.qrc
index c51d47eb5..f3619fdb7 100644
--- a/src/extras/extras.qrc
+++ b/src/extras/extras.qrc
@@ -4,6 +4,9 @@
<file>shaders/gl3/light.inc.frag</file>
<file>shaders/es2/light.inc.frag</file>
<file>shaders/es2/light.inc.frag100</file>
+ <file>shaders/gl3/phong.inc.frag</file>
+ <file>shaders/es2/phong.inc.frag</file>
+ <file>shaders/es2/phong.inc.frag100</file>
<file>shaders/gl3/metalrough.inc.frag</file>
<file>shaders/gl3/coordinatesystems.inc</file>
<file>shaders/es2/coordinatesystems.inc</file>
diff --git a/src/extras/shaders/es2/diffusemap.frag b/src/extras/shaders/es2/diffusemap.frag
index 974179f2a..6ac9bd5a3 100644
--- a/src/extras/shaders/es2/diffusemap.frag
+++ b/src/extras/shaders/es2/diffusemap.frag
@@ -12,7 +12,7 @@ varying FP vec3 worldPosition;
varying FP vec3 worldNormal;
varying FP vec2 texCoord;
-#pragma include light.inc.frag
+#pragma include phong.inc.frag
void main()
{
diff --git a/src/extras/shaders/es2/diffusespecularmap.frag b/src/extras/shaders/es2/diffusespecularmap.frag
index 5ad170d1d..99183aaf4 100644
--- a/src/extras/shaders/es2/diffusespecularmap.frag
+++ b/src/extras/shaders/es2/diffusespecularmap.frag
@@ -13,7 +13,7 @@ varying FP vec3 worldPosition;
varying FP vec3 worldNormal;
varying FP vec2 texCoord;
-#pragma include light.inc.frag
+#pragma include phong.inc.frag
void main()
{
diff --git a/src/extras/shaders/es2/light.inc.frag b/src/extras/shaders/es2/light.inc.frag
index 2c41bb37b..9d29648bd 100644
--- a/src/extras/shaders/es2/light.inc.frag
+++ b/src/extras/shaders/es2/light.inc.frag
@@ -13,82 +13,3 @@ struct Light {
};
uniform Light lights[MAX_LIGHTS];
uniform int lightCount;
-
-void adsModel(const in FP vec3 vpos, const in FP vec3 vnormal, const in FP vec3 vview, const in FP float shininess,
- out FP vec3 diffuseColor, out FP vec3 specularColor)
-{
- diffuseColor = vec3(0.0);
- specularColor = vec3(0.0);
-
- FP vec3 n = normalize( vnormal );
-
- FP vec3 s;
- Light light;
- for (int i = 0; i < MAX_LIGHTS; ++i) {
- if (i >= lightCount) // Make brcm happy with the for loop
- break;
- if (i == 0)
- light = lights[0];
- else if (i == 1)
- light = lights[1];
- else if (i == 2)
- light = lights[2];
- else if (i == 3)
- light = lights[3];
- else if (i == 4)
- light = lights[4];
- else if (i == 5)
- light = lights[5];
- else if (i == 6)
- light = lights[6];
- else if (i == 7)
- light = lights[7];
-
- FP float att = 1.0;
- if ( light.type != TYPE_DIRECTIONAL ) {
- s = light.position - vpos;
- if (length( light.attenuation ) != 0.0) {
- FP float dist = length(s);
- att = 1.0 / (light.attenuation.x + light.attenuation.y * dist + light.attenuation.z * dist * dist);
- }
- s = normalize( s );
- if ( light.type == TYPE_SPOT ) {
- if ( degrees(acos(dot(-s, normalize(light.direction))) ) > light.cutOffAngle)
- att = 0.0;
- }
- } else {
- s = normalize( -light.direction );
- }
-
- FP float diffuse = max( dot( s, n ), 0.0 );
-
- FP float specular = 0.0;
- if (diffuse > 0.0 && shininess > 0.0 && att > 0.0) {
- FP vec3 r = reflect( -s, n );
- FP float normFactor = ( shininess + 2.0 ) / 2.0;
- specular = normFactor * pow( max( dot( r, vview ), 0.0 ), shininess );
- }
-
- diffuseColor += att * light.intensity * diffuse * light.color;
- specularColor += att * light.intensity * specular * light.color;
- }
-}
-
-FP vec4 phongFunction(const in FP vec4 ambient,
- const in FP vec4 diffuse,
- const in FP vec4 specular,
- const in FP float shininess,
- const in FP vec3 worldPosition,
- const in FP vec3 worldView,
- const in FP vec3 worldNormal)
-{
- // Calculate the lighting model, keeping the specular component separate
- FP vec3 diffuseColor, specularColor;
- adsModel(worldPosition, worldNormal, worldView, shininess, diffuseColor, specularColor);
-
- // Combine spec with ambient+diffuse for final fragment color
- FP vec3 color = (ambient.rgb + diffuseColor) * diffuse.rgb
- + specularColor * specular.rgb;
-
- return vec4(color, diffuse.a);
-}
diff --git a/src/extras/shaders/es2/light.inc.frag100 b/src/extras/shaders/es2/light.inc.frag100
index bf59b5e47..adbcaa2a0 100644
--- a/src/extras/shaders/es2/light.inc.frag100
+++ b/src/extras/shaders/es2/light.inc.frag100
@@ -13,94 +13,3 @@ struct Light {
};
uniform Light lights[MAX_LIGHTS];
uniform int lightCount;
-
-void adsModel(const in FP vec3 vpos, const in FP vec3 vnormal, const in FP vec3 vview, const in FP float shininess,
- out FP vec3 diffuseColor, out FP vec3 specularColor)
-{
- diffuseColor = vec3(0.0);
- specularColor = vec3(0.0);
-
- FP vec3 n = normalize( vnormal );
-
- // 0
- if (lightCount < 1)
- return;
- FP vec3 s;
- FP float att = 1.0;
- if ( lights[0].type != TYPE_DIRECTIONAL ) {
- s = lights[0].position - vpos;
- if (length( lights[0].attenuation ) != 0.0) {
- FP float dist = length(s);
- att = 1.0 / (lights[0].attenuation.x + lights[0].attenuation.y * dist + lights[0].attenuation.z * dist * dist);
- }
- s = normalize( s );
- if ( lights[0].type == TYPE_SPOT ) {
- if ( degrees(acos(dot(-s, normalize(lights[0].direction))) ) > lights[0].cutOffAngle)
- att = 0.0;
- }
- } else {
- s = normalize( -lights[0].direction );
- }
-
- FP float diffuse = max( dot( s, n ), 0.0 );
-
- FP float specular = 0.0;
- if (diffuse > 0.0 && shininess > 0.0 && att > 0.0) {
- FP vec3 r = reflect( -s, n );
- FP float normFactor = ( shininess + 2.0 ) / 2.0;
- specular = normFactor * pow( max( dot( r, vview ), 0.0 ), shininess );
- }
-
- diffuseColor += att * lights[0].intensity * diffuse * lights[0].color;
- specularColor += att * specular;
-
- // 1
- if (lightCount < 2)
- return;
- att = 1.0;
- if ( lights[1].type != TYPE_DIRECTIONAL ) {
- s = lights[1].position - vpos;
- if (length( lights[1].attenuation ) != 0.0) {
- FP float dist = length(s);
- att = 1.0 / (lights[1].attenuation.x + lights[1].attenuation.y * dist + lights[1].attenuation.z * dist * dist);
- }
- s = normalize( s );
- if ( lights[1].type == TYPE_SPOT ) {
- if ( degrees(acos(dot(-s, normalize(lights[1].direction))) ) > lights[1].cutOffAngle)
- att = 0.0;
- }
- } else {
- s = normalize( -lights[1].direction );
- }
-
- diffuse = max( dot( s, n ), 0.0 );
-
- specular = 0.0;
- if (diffuse > 0.0 && shininess > 0.0 && att > 0.0) {
- FP vec3 r = reflect( -s, n );
- FP float normFactor = ( shininess + 2.0 ) / 2.0;
- specular = normFactor * pow( max( dot( r, vview ), 0.0 ), shininess );
- }
-
- diffuseColor += att * lights[1].intensity * diffuse * lights[1].color;
- specularColor += att * specular;
-}
-
-FP vec4 phongFunction(const in FP vec4 ambient,
- const in FP vec4 diffuse,
- const in FP vec4 specular,
- const in FP float shininess,
- const in FP vec3 worldPosition,
- const in FP vec3 worldView,
- const in FP vec3 worldNormal)
-{
- // Calculate the lighting model, keeping the specular component separate
- FP vec3 diffuseColor, specularColor;
- adsModel(worldPosition, worldNormal, worldView, shininess, diffuseColor, specularColor);
-
- // Combine spec with ambient+diffuse for final fragment color
- FP vec3 color = (ambient.rgb + diffuseColor) * diffuse.rgb
- + specularColor * specular.rgb;
-
- return vec4(color, diffuse.a);
-}
diff --git a/src/extras/shaders/es2/normaldiffusemap.frag b/src/extras/shaders/es2/normaldiffusemap.frag
index 19ca27de8..0bf4c5630 100644
--- a/src/extras/shaders/es2/normaldiffusemap.frag
+++ b/src/extras/shaders/es2/normaldiffusemap.frag
@@ -15,7 +15,7 @@ uniform FP float shininess; // Specular shininess factor
uniform FP vec3 eyePosition;
-#pragma include light.inc.frag
+#pragma include phong.inc.frag
#pragma include coordinatesystems.inc
void main()
diff --git a/src/extras/shaders/es2/normaldiffusespecularmap.frag b/src/extras/shaders/es2/normaldiffusespecularmap.frag
index 69322dd3a..0541c8902 100644
--- a/src/extras/shaders/es2/normaldiffusespecularmap.frag
+++ b/src/extras/shaders/es2/normaldiffusespecularmap.frag
@@ -15,7 +15,7 @@ uniform FP float shininess; // Specular shininess factor
uniform FP vec3 eyePosition;
-#pragma include light.inc.frag
+#pragma include phong.inc.frag
#pragma include coordinatesystems.inc
void main()
diff --git a/src/extras/shaders/es2/pervertexcolor.frag b/src/extras/shaders/es2/pervertexcolor.frag
index d33e11145..a2f0e8bf2 100644
--- a/src/extras/shaders/es2/pervertexcolor.frag
+++ b/src/extras/shaders/es2/pervertexcolor.frag
@@ -6,7 +6,7 @@ varying FP vec4 color;
uniform FP vec3 eyePosition;
-#pragma include light.inc.frag
+#pragma include phong.inc.frag
void main()
{
diff --git a/src/extras/shaders/es2/phong.frag b/src/extras/shaders/es2/phong.frag
index a2d29c6cc..6b8ab7111 100644
--- a/src/extras/shaders/es2/phong.frag
+++ b/src/extras/shaders/es2/phong.frag
@@ -10,7 +10,7 @@ uniform FP vec3 eyePosition;
varying FP vec3 worldPosition;
varying FP vec3 worldNormal;
-#pragma include light.inc.frag
+#pragma include phong.inc.frag
void main()
{
diff --git a/src/extras/shaders/es2/phong.inc.frag b/src/extras/shaders/es2/phong.inc.frag
new file mode 100644
index 000000000..9d17b68b5
--- /dev/null
+++ b/src/extras/shaders/es2/phong.inc.frag
@@ -0,0 +1,128 @@
+/****************************************************************************
+**
+** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:BSD$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** BSD License Usage
+** Alternatively, you may use this file under the terms of the BSD license
+** as follows:
+**
+** "Redistribution and use in source and binary forms, with or without
+** modification, are permitted provided that the following conditions are
+** met:
+** * Redistributions of source code must retain the above copyright
+** notice, this list of conditions and the following disclaimer.
+** * Redistributions in binary form must reproduce the above copyright
+** notice, this list of conditions and the following disclaimer in
+** the documentation and/or other materials provided with the
+** distribution.
+** * Neither the name of The Qt Company Ltd nor the names of its
+** contributors may be used to endorse or promote products derived
+** from this software without specific prior written permission.
+**
+**
+** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#pragma include light.inc.frag
+
+void adsModel(const in FP vec3 vpos, const in FP vec3 vnormal, const in FP vec3 vview, const in FP float shininess,
+ out FP vec3 diffuseColor, out FP vec3 specularColor)
+{
+ diffuseColor = vec3(0.0);
+ specularColor = vec3(0.0);
+
+ FP vec3 n = normalize( vnormal );
+
+ FP vec3 s;
+ Light light;
+ for (int i = 0; i < lightCount; ++i) {
+ if (i == 0)
+ light = lights[0];
+ else if (i == 1)
+ light = lights[1];
+ else if (i == 2)
+ light = lights[2];
+ else if (i == 3)
+ light = lights[3];
+ else if (i == 4)
+ light = lights[4];
+ else if (i == 5)
+ light = lights[5];
+ else if (i == 6)
+ light = lights[6];
+ else if (i == 7)
+ light = lights[7];
+
+ FP float att = 1.0;
+ if ( light.type != TYPE_DIRECTIONAL ) {
+ s = light.position - vpos;
+ if (length( light.attenuation ) != 0.0) {
+ FP float dist = length(s);
+ att = 1.0 / (light.attenuation.x + light.attenuation.y * dist + light.attenuation.z * dist * dist);
+ }
+ s = normalize( s );
+ if ( light.type == TYPE_SPOT ) {
+ if ( degrees(acos(dot(-s, normalize(light.direction))) ) > light.cutOffAngle)
+ att = 0.0;
+ }
+ } else {
+ s = normalize( -light.direction );
+ }
+
+ FP float diffuse = max( dot( s, n ), 0.0 );
+
+ FP float specular = 0.0;
+ if (diffuse > 0.0 && shininess > 0.0 && att > 0.0) {
+ FP vec3 r = reflect( -s, n );
+ FP float normFactor = ( shininess + 2.0 ) / 2.0;
+ specular = normFactor * pow( max( dot( r, vview ), 0.0 ), shininess );
+ }
+
+ diffuseColor += att * light.intensity * diffuse * light.color;
+ specularColor += att * light.intensity * specular * light.color;
+ }
+}
+
+FP vec4 phongFunction(const in FP vec4 ambient,
+ const in FP vec4 diffuse,
+ const in FP vec4 specular,
+ const in FP float shininess,
+ const in FP vec3 worldPosition,
+ const in FP vec3 worldView,
+ const in FP vec3 worldNormal)
+{
+ // Calculate the lighting model, keeping the specular component separate
+ FP vec3 diffuseColor, specularColor;
+ adsModel(worldPosition, worldNormal, worldView, shininess, diffuseColor, specularColor);
+
+ // Combine spec with ambient+diffuse for final fragment color
+ FP vec3 color = (ambient.rgb + diffuseColor) * diffuse.rgb
+ + specularColor * specular.rgb;
+
+ return vec4(color, diffuse.a);
+}
diff --git a/src/extras/shaders/es2/phong.inc.frag100 b/src/extras/shaders/es2/phong.inc.frag100
new file mode 100644
index 000000000..507d8eaf5
--- /dev/null
+++ b/src/extras/shaders/es2/phong.inc.frag100
@@ -0,0 +1,142 @@
+/****************************************************************************
+**
+** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:BSD$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** BSD License Usage
+** Alternatively, you may use this file under the terms of the BSD license
+** as follows:
+**
+** "Redistribution and use in source and binary forms, with or without
+** modification, are permitted provided that the following conditions are
+** met:
+** * Redistributions of source code must retain the above copyright
+** notice, this list of conditions and the following disclaimer.
+** * Redistributions in binary form must reproduce the above copyright
+** notice, this list of conditions and the following disclaimer in
+** the documentation and/or other materials provided with the
+** distribution.
+** * Neither the name of The Qt Company Ltd nor the names of its
+** contributors may be used to endorse or promote products derived
+** from this software without specific prior written permission.
+**
+**
+** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#pragma include light.inc.frag
+
+void adsModel(const in FP vec3 vpos, const in FP vec3 vnormal, const in FP vec3 vview, const in FP float shininess,
+ out FP vec3 diffuseColor, out FP vec3 specularColor)
+{
+ diffuseColor = vec3(0.0);
+ specularColor = vec3(0.0);
+
+ FP vec3 n = normalize( vnormal );
+
+ // 0
+ if (lightCount < 1)
+ return;
+ FP vec3 s;
+ FP float att = 1.0;
+ if ( lights[0].type != TYPE_DIRECTIONAL ) {
+ s = lights[0].position - vpos;
+ if (length( lights[0].attenuation ) != 0.0) {
+ FP float dist = length(s);
+ att = 1.0 / (lights[0].attenuation.x + lights[0].attenuation.y * dist + lights[0].attenuation.z * dist * dist);
+ }
+ s = normalize( s );
+ if ( lights[0].type == TYPE_SPOT ) {
+ if ( degrees(acos(dot(-s, normalize(lights[0].direction))) ) > lights[0].cutOffAngle)
+ att = 0.0;
+ }
+ } else {
+ s = normalize( -lights[0].direction );
+ }
+
+ FP float diffuse = max( dot( s, n ), 0.0 );
+
+ FP float specular = 0.0;
+ if (diffuse > 0.0 && shininess > 0.0 && att > 0.0) {
+ FP vec3 r = reflect( -s, n );
+ FP float normFactor = ( shininess + 2.0 ) / 2.0;
+ specular = normFactor * pow( max( dot( r, vview ), 0.0 ), shininess );
+ }
+
+ diffuseColor += att * lights[0].intensity * diffuse * lights[0].color;
+ specularColor += att * specular;
+
+ // 1
+ if (lightCount < 2)
+ return;
+ att = 1.0;
+ if ( lights[1].type != TYPE_DIRECTIONAL ) {
+ s = lights[1].position - vpos;
+ if (length( lights[1].attenuation ) != 0.0) {
+ FP float dist = length(s);
+ att = 1.0 / (lights[1].attenuation.x + lights[1].attenuation.y * dist + lights[1].attenuation.z * dist * dist);
+ }
+ s = normalize( s );
+ if ( lights[1].type == TYPE_SPOT ) {
+ if ( degrees(acos(dot(-s, normalize(lights[1].direction))) ) > lights[1].cutOffAngle)
+ att = 0.0;
+ }
+ } else {
+ s = normalize( -lights[1].direction );
+ }
+
+ diffuse = max( dot( s, n ), 0.0 );
+
+ specular = 0.0;
+ if (diffuse > 0.0 && shininess > 0.0 && att > 0.0) {
+ FP vec3 r = reflect( -s, n );
+ FP float normFactor = ( shininess + 2.0 ) / 2.0;
+ specular = normFactor * pow( max( dot( r, vview ), 0.0 ), shininess );
+ }
+
+ diffuseColor += att * lights[1].intensity * diffuse * lights[1].color;
+ specularColor += att * specular;
+}
+
+FP vec4 phongFunction(const in FP vec4 ambient,
+ const in FP vec4 diffuse,
+ const in FP vec4 specular,
+ const in FP float shininess,
+ const in FP vec3 worldPosition,
+ const in FP vec3 worldView,
+ const in FP vec3 worldNormal)
+{
+ // Calculate the lighting model, keeping the specular component separate
+ FP vec3 diffuseColor, specularColor;
+ adsModel(worldPosition, worldNormal, worldView, shininess, diffuseColor, specularColor);
+
+ // Combine spec with ambient+diffuse for final fragment color
+ FP vec3 color = (ambient.rgb + diffuseColor) * diffuse.rgb
+ + specularColor * specular.rgb;
+
+ return vec4(color, diffuse.a);
+}
diff --git a/src/extras/shaders/gl3/diffusemap.frag b/src/extras/shaders/gl3/diffusemap.frag
index 1b1b53e17..34fef5a43 100644
--- a/src/extras/shaders/gl3/diffusemap.frag
+++ b/src/extras/shaders/gl3/diffusemap.frag
@@ -14,7 +14,7 @@ in vec2 texCoord;
out vec4 fragColor;
-#pragma include light.inc.frag
+#pragma include phong.inc.frag
void main()
{
diff --git a/src/extras/shaders/gl3/diffusespecularmap.frag b/src/extras/shaders/gl3/diffusespecularmap.frag
index 00ef124bb..8673a5121 100644
--- a/src/extras/shaders/gl3/diffusespecularmap.frag
+++ b/src/extras/shaders/gl3/diffusespecularmap.frag
@@ -15,7 +15,7 @@ in vec2 texCoord;
out vec4 fragColor;
-#pragma include light.inc.frag
+#pragma include phong.inc.frag
void main()
{
diff --git a/src/extras/shaders/gl3/light.inc.frag b/src/extras/shaders/gl3/light.inc.frag
index f588acce3..0b642638f 100644
--- a/src/extras/shaders/gl3/light.inc.frag
+++ b/src/extras/shaders/gl3/light.inc.frag
@@ -23,90 +23,3 @@ struct EnvironmentLight {
};
uniform EnvironmentLight envLight;
uniform int envLightCount = 0;
-
-void adsModel(const in vec3 worldPos,
- const in vec3 worldNormal,
- const in vec3 worldView,
- const in float shininess,
- out vec3 diffuseColor,
- out vec3 specularColor)
-{
- diffuseColor = vec3(0.0);
- specularColor = vec3(0.0);
-
- // We perform all work in world space
- vec3 n = normalize(worldNormal);
- vec3 s = vec3(0.0);
-
- for (int i = 0; i < lightCount; ++i) {
- float att = 1.0;
- float sDotN = 0.0;
-
- if (lights[i].type != TYPE_DIRECTIONAL) {
- // Point and Spot lights
-
- // Light position is already in world space
- vec3 sUnnormalized = lights[i].position - worldPos;
- s = normalize(sUnnormalized); // Light direction
-
- // Calculate the attenuation factor
- sDotN = dot(s, n);
- if (sDotN > 0.0) {
- if (lights[i].constantAttenuation != 0.0
- || lights[i].linearAttenuation != 0.0
- || lights[i].quadraticAttenuation != 0.0) {
- float dist = length(sUnnormalized);
- att = 1.0 / (lights[i].constantAttenuation +
- lights[i].linearAttenuation * dist +
- lights[i].quadraticAttenuation * dist * dist);
- }
-
- // The light direction is in world space already
- if (lights[i].type == TYPE_SPOT) {
- // Check if fragment is inside or outside of the spot light cone
- if (degrees(acos(dot(-s, lights[i].direction))) > lights[i].cutOffAngle)
- sDotN = 0.0;
- }
- }
- } else {
- // Directional lights
- // The light direction is in world space already
- s = normalize(-lights[i].direction);
- sDotN = dot(s, n);
- }
-
- // Calculate the diffuse factor
- float diffuse = max(sDotN, 0.0);
-
- // Calculate the specular factor
- float specular = 0.0;
- if (diffuse > 0.0 && shininess > 0.0) {
- float normFactor = (shininess + 2.0) / 2.0;
- vec3 r = reflect(-s, n); // Reflection direction in world space
- specular = normFactor * pow(max(dot(r, worldView), 0.0), shininess);
- }
-
- // Accumulate the diffuse and specular contributions
- diffuseColor += att * lights[i].intensity * diffuse * lights[i].color;
- specularColor += att * lights[i].intensity * specular * lights[i].color;
- }
-}
-
-vec4 phongFunction(const in vec4 ambient,
- const in vec4 diffuse,
- const in vec4 specular,
- const in float shininess,
- const in vec3 worldPosition,
- const in vec3 worldView,
- const in vec3 worldNormal)
-{
- // Calculate the lighting model, keeping the specular component separate
- vec3 diffuseColor, specularColor;
- adsModel(worldPosition, worldNormal, worldView, shininess, diffuseColor, specularColor);
-
- // Combine spec with ambient+diffuse for final fragment color
- vec3 color = (ambient.rgb + diffuseColor) * diffuse.rgb
- + specularColor * specular.rgb;
-
- return vec4(color, diffuse.a);
-}
diff --git a/src/extras/shaders/gl3/normaldiffusemap.frag b/src/extras/shaders/gl3/normaldiffusemap.frag
index 1266cafa0..bac776738 100644
--- a/src/extras/shaders/gl3/normaldiffusemap.frag
+++ b/src/extras/shaders/gl3/normaldiffusemap.frag
@@ -17,7 +17,7 @@ uniform vec3 eyePosition;
out vec4 fragColor;
-#pragma include light.inc.frag
+#pragma include phong.inc.frag
#pragma include coordinatesystems.inc
void main()
diff --git a/src/extras/shaders/gl3/normaldiffusespecularmap.frag b/src/extras/shaders/gl3/normaldiffusespecularmap.frag
index db1803c7a..d96b9e747 100644
--- a/src/extras/shaders/gl3/normaldiffusespecularmap.frag
+++ b/src/extras/shaders/gl3/normaldiffusespecularmap.frag
@@ -15,7 +15,7 @@ uniform vec4 ka; // Ambient reflectivity
uniform float shininess; // Specular shininess factor
uniform vec3 eyePosition;
-#pragma include light.inc.frag
+#pragma include phong.inc.frag
#pragma include coordinatesystems.inc
void main()
diff --git a/src/extras/shaders/gl3/pervertexcolor.frag b/src/extras/shaders/gl3/pervertexcolor.frag
index 71318e37f..40fc066d6 100644
--- a/src/extras/shaders/gl3/pervertexcolor.frag
+++ b/src/extras/shaders/gl3/pervertexcolor.frag
@@ -8,7 +8,7 @@ out vec4 fragColor;
uniform vec3 eyePosition;
-#pragma include light.inc.frag
+#pragma include phong.inc.frag
void main()
{
diff --git a/src/extras/shaders/gl3/phong.frag b/src/extras/shaders/gl3/phong.frag
index 49e0ce1dd..3652672b5 100644
--- a/src/extras/shaders/gl3/phong.frag
+++ b/src/extras/shaders/gl3/phong.frag
@@ -12,7 +12,7 @@ in vec3 worldNormal;
out vec4 fragColor;
-#pragma include light.inc.frag
+#pragma include phong.inc.frag
void main()
{
diff --git a/src/extras/shaders/gl3/phong.inc.frag b/src/extras/shaders/gl3/phong.inc.frag
new file mode 100644
index 000000000..47a6ecd4a
--- /dev/null
+++ b/src/extras/shaders/gl3/phong.inc.frag
@@ -0,0 +1,138 @@
+/****************************************************************************
+**
+** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:BSD$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** BSD License Usage
+** Alternatively, you may use this file under the terms of the BSD license
+** as follows:
+**
+** "Redistribution and use in source and binary forms, with or without
+** modification, are permitted provided that the following conditions are
+** met:
+** * Redistributions of source code must retain the above copyright
+** notice, this list of conditions and the following disclaimer.
+** * Redistributions in binary form must reproduce the above copyright
+** notice, this list of conditions and the following disclaimer in
+** the documentation and/or other materials provided with the
+** distribution.
+** * Neither the name of The Qt Company Ltd nor the names of its
+** contributors may be used to endorse or promote products derived
+** from this software without specific prior written permission.
+**
+**
+** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#pragma include light.inc.frag
+
+void adsModel(const in vec3 worldPos,
+ const in vec3 worldNormal,
+ const in vec3 worldView,
+ const in float shininess,
+ out vec3 diffuseColor,
+ out vec3 specularColor)
+{
+ diffuseColor = vec3(0.0);
+ specularColor = vec3(0.0);
+
+ // We perform all work in world space
+ vec3 n = normalize(worldNormal);
+ vec3 s = vec3(0.0);
+
+ for (int i = 0; i < lightCount; ++i) {
+ float att = 1.0;
+ float sDotN = 0.0;
+
+ if (lights[i].type != TYPE_DIRECTIONAL) {
+ // Point and Spot lights
+
+ // Light position is already in world space
+ vec3 sUnnormalized = lights[i].position - worldPos;
+ s = normalize(sUnnormalized); // Light direction
+
+ // Calculate the attenuation factor
+ sDotN = dot(s, n);
+ if (sDotN > 0.0) {
+ if (lights[i].constantAttenuation != 0.0
+ || lights[i].linearAttenuation != 0.0
+ || lights[i].quadraticAttenuation != 0.0) {
+ float dist = length(sUnnormalized);
+ att = 1.0 / (lights[i].constantAttenuation +
+ lights[i].linearAttenuation * dist +
+ lights[i].quadraticAttenuation * dist * dist);
+ }
+
+ // The light direction is in world space already
+ if (lights[i].type == TYPE_SPOT) {
+ // Check if fragment is inside or outside of the spot light cone
+ if (degrees(acos(dot(-s, lights[i].direction))) > lights[i].cutOffAngle)
+ sDotN = 0.0;
+ }
+ }
+ } else {
+ // Directional lights
+ // The light direction is in world space already
+ s = normalize(-lights[i].direction);
+ sDotN = dot(s, n);
+ }
+
+ // Calculate the diffuse factor
+ float diffuse = max(sDotN, 0.0);
+
+ // Calculate the specular factor
+ float specular = 0.0;
+ if (diffuse > 0.0 && shininess > 0.0) {
+ float normFactor = (shininess + 2.0) / 2.0;
+ vec3 r = reflect(-s, n); // Reflection direction in world space
+ specular = normFactor * pow(max(dot(r, worldView), 0.0), shininess);
+ }
+
+ // Accumulate the diffuse and specular contributions
+ diffuseColor += att * lights[i].intensity * diffuse * lights[i].color;
+ specularColor += att * lights[i].intensity * specular * lights[i].color;
+ }
+}
+
+vec4 phongFunction(const in vec4 ambient,
+ const in vec4 diffuse,
+ const in vec4 specular,
+ const in float shininess,
+ const in vec3 worldPosition,
+ const in vec3 worldView,
+ const in vec3 worldNormal)
+{
+ // Calculate the lighting model, keeping the specular component separate
+ vec3 diffuseColor, specularColor;
+ adsModel(worldPosition, worldNormal, worldView, shininess, diffuseColor, specularColor);
+
+ // Combine spec with ambient+diffuse for final fragment color
+ vec3 color = (ambient.rgb + diffuseColor) * diffuse.rgb
+ + specularColor * specular.rgb;
+
+ return vec4(color, diffuse.a);
+}