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diff --git a/examples/qt3d/instanced-arrays-qml/gl45/instanced.frag b/examples/qt3d/instanced-arrays-qml/gl45/instanced.frag
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+++ b/examples/qt3d/instanced-arrays-qml/gl45/instanced.frag
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+#version 450 core
+
+layout(location = 0) in vec3 position;
+layout(location = 1) in vec3 normal;
+layout(location = 2) in vec3 kd; // Diffuse reflectivity
+
+const vec4 lightPosition = vec4( 0.0, 0.0, 0.0, 1.0 );
+const vec3 lightIntensity = vec3( 1.0, 1.0, 1.0 );
+
+const vec3 ka = vec3(0.1); // Ambient reflectivity
+const vec3 ks = vec3( 1.0, 1.0, 1.0 ); // Specular reflectivity
+const float shininess = 150.0; // Specular shininess factor
+
+layout(location = 0) 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 );
+}