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Diffstat (limited to 'examples/qt3d/wave/shaders/ribbon.frag')
-rw-r--r-- | examples/qt3d/wave/shaders/ribbon.frag | 49 |
1 files changed, 49 insertions, 0 deletions
diff --git a/examples/qt3d/wave/shaders/ribbon.frag b/examples/qt3d/wave/shaders/ribbon.frag new file mode 100644 index 000000000..09ad78871 --- /dev/null +++ b/examples/qt3d/wave/shaders/ribbon.frag @@ -0,0 +1,49 @@ +#version 330 core + +in EyeSpaceVertex { + vec3 position; + vec3 normal; +} fs_in; + +out vec4 fragColor; + +uniform struct LightInfo { + vec4 position; + vec3 intensity; +} light; + +uniform struct LineInfo { + float width; + vec4 color; +} line; + +uniform vec3 ka; // Ambient reflectivity +uniform vec3 kd; // Diffuse reflectivity + +vec3 rimLightModel( const in vec3 pos, const in vec3 n ) +{ + // Calculate the vector from the light to the fragment + vec3 s = normalize( vec3( light.position ) - pos ); + + // Calculate the vector from the fragment to the eye position (the + // origin since this is in "eye" or "camera" space + vec3 v = normalize( -pos ); + + // Refleft the light beam using the normal at this fragment + vec3 r = reflect( -s, n ); + + // Calculate the diffuse component, which for rim lighting it 1 minus s dot n + // rather than s dot n as for standard diffuse lighting + float sDotN = dot( s, n ); + vec3 diffuse = vec3( 1.0 - max( sDotN, 0.0 ) ); + + // Combine the ambient, diffuse and specular contributions + return light.intensity * ( ka + kd * diffuse ); +} + +void main() +{ + vec3 n = gl_FrontFacing ? fs_in.normal : -fs_in.normal; + vec4 color = vec4( rimLightModel( fs_in.position, normalize( n ) ), 1.0 ); + fragColor = color; +} |