diff options
Diffstat (limited to 'examples/qt3d/shadow-map-qml/shaders/es3/ads.frag')
-rw-r--r-- | examples/qt3d/shadow-map-qml/shaders/es3/ads.frag | 95 |
1 files changed, 95 insertions, 0 deletions
diff --git a/examples/qt3d/shadow-map-qml/shaders/es3/ads.frag b/examples/qt3d/shadow-map-qml/shaders/es3/ads.frag new file mode 100644 index 000000000..30977cf1e --- /dev/null +++ b/examples/qt3d/shadow-map-qml/shaders/es3/ads.frag @@ -0,0 +1,95 @@ +/**************************************************************************** +** +** Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB). +** Contact: http://www.qt-project.org/legal +** +** This file is part of the Qt3D module of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:LGPL3$ +** 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 http://www.qt.io/terms-conditions. For further +** information use the contact form at http://www.qt.io/contact-us. +** +** GNU Lesser General Public License Usage +** Alternatively, this file may be used under the terms of the GNU Lesser +** General Public License version 3 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPLv3 included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 3 requirements +** will be met: https://www.gnu.org/licenses/lgpl.html. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 2.0 or later as published by the Free +** Software Foundation and appearing in the file LICENSE.GPL included in +** the packaging of this file. Please review the following information to +** ensure the GNU General Public License version 2.0 requirements will be +** met: http://www.gnu.org/licenses/gpl-2.0.html. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#version 300 es + +precision highp float; + +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 > 0.0) + result += dsModel(position, normalize(normal)); + + fragColor = vec4(result, 1.0); +} |