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Diffstat (limited to 'examples/qt3d/planets-qml/shaders/rhi/planetD.frag')
-rw-r--r-- | examples/qt3d/planets-qml/shaders/rhi/planetD.frag | 129 |
1 files changed, 129 insertions, 0 deletions
diff --git a/examples/qt3d/planets-qml/shaders/rhi/planetD.frag b/examples/qt3d/planets-qml/shaders/rhi/planetD.frag new file mode 100644 index 000000000..554ccb559 --- /dev/null +++ b/examples/qt3d/planets-qml/shaders/rhi/planetD.frag @@ -0,0 +1,129 @@ +/**************************************************************************** +** +** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). +** Copyright (C) 2017 The Qt Company Ltd. +** 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." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#version 450 core + +layout(std140, binding = 2) uniform extras_uniforms { + float texCoordScale; + vec3 ka; // Ambient reflectivity + vec3 ks; // Specular reflectivity + float shininess; // Specular shininess factor + float opacity; // Alpha channel + vec3 lightPosition; + vec3 lightIntensity; +}; + +layout(binding=3) uniform sampler2D diffuseTexture; + +layout(location=0) in vec3 position; +layout(location=1) in vec3 normal; +layout(location=2) in vec2 texCoord; + +layout(std140, binding = 0) uniform qt3d_render_view_uniforms { + mat4 viewMatrix; + mat4 projectionMatrix; + mat4 uncorrectedProjectionMatrix; + mat4 clipCorrectionMatrix; + mat4 viewProjectionMatrix; + mat4 inverseViewMatrix; + mat4 inverseProjectionMatrix; + mat4 inverseViewProjectionMatrix; + mat4 viewportMatrix; + mat4 inverseViewportMatrix; + vec4 textureTransformMatrix; + vec3 eyePosition; + float aspectRatio; + float gamma; + float exposure; + float time; +}; + +layout(location=0) out vec4 fragColor; + +vec3 dModel(const in vec2 flipYTexCoord) +{ + // Calculate the vector from the light to the fragment + vec3 s = normalize(vec3(viewMatrix * vec4(lightPosition, 1.0)) - position); + + // Calculate the vector from the fragment to the eye position + // (origin since this is in "eye" or "camera" space) + vec3 v = normalize(-position); + + // Reflect the light beam using the normal at this fragment + vec3 r = reflect(-s, normal); + + // Calculate the diffuse component + float diffuse = max(dot(s, normal), 0.0); + + // Calculate the specular component + float specular = 0.0; + if (dot(s, normal) > 0.0) + specular = (shininess / (8.0 * 3.14)) * pow(max(dot(r, v), 0.0), shininess); + + // Lookup diffuse and specular factors + vec3 diffuseColor = texture(diffuseTexture, flipYTexCoord).rgb; + + // Combine the ambient, diffuse and specular contributions + return lightIntensity * ((ka + diffuse) * diffuseColor + specular * ks); +} + +void main() +{ + vec2 flipYTexCoord = texCoord; + flipYTexCoord.y = 1.0 - texCoord.y; + + vec3 result = lightIntensity * ka * texture(diffuseTexture, flipYTexCoord).rgb; + result += dModel(flipYTexCoord); + + float alpha = opacity * texture(diffuseTexture, flipYTexCoord).a; + + fragColor = vec4(result, alpha); +} |