diff options
Diffstat (limited to 'src/extras/shaders/es2/phong.inc.frag100')
-rw-r--r-- | src/extras/shaders/es2/phong.inc.frag100 | 142 |
1 files changed, 142 insertions, 0 deletions
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); +} |