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-rw-r--r--src/extras/shaders/gl3/diffusemap.frag2
-rw-r--r--src/extras/shaders/gl3/diffusespecularmap.frag2
-rw-r--r--src/extras/shaders/gl3/light.inc.frag87
-rw-r--r--src/extras/shaders/gl3/normaldiffusemap.frag2
-rw-r--r--src/extras/shaders/gl3/normaldiffusespecularmap.frag2
-rw-r--r--src/extras/shaders/gl3/pervertexcolor.frag2
-rw-r--r--src/extras/shaders/gl3/phong.frag2
-rw-r--r--src/extras/shaders/gl3/phong.inc.frag138
8 files changed, 144 insertions, 93 deletions
diff --git a/src/extras/shaders/gl3/diffusemap.frag b/src/extras/shaders/gl3/diffusemap.frag
index 1b1b53e17..34fef5a43 100644
--- a/src/extras/shaders/gl3/diffusemap.frag
+++ b/src/extras/shaders/gl3/diffusemap.frag
@@ -14,7 +14,7 @@ in vec2 texCoord;
out vec4 fragColor;
-#pragma include light.inc.frag
+#pragma include phong.inc.frag
void main()
{
diff --git a/src/extras/shaders/gl3/diffusespecularmap.frag b/src/extras/shaders/gl3/diffusespecularmap.frag
index 00ef124bb..8673a5121 100644
--- a/src/extras/shaders/gl3/diffusespecularmap.frag
+++ b/src/extras/shaders/gl3/diffusespecularmap.frag
@@ -15,7 +15,7 @@ in vec2 texCoord;
out vec4 fragColor;
-#pragma include light.inc.frag
+#pragma include phong.inc.frag
void main()
{
diff --git a/src/extras/shaders/gl3/light.inc.frag b/src/extras/shaders/gl3/light.inc.frag
index f588acce3..0b642638f 100644
--- a/src/extras/shaders/gl3/light.inc.frag
+++ b/src/extras/shaders/gl3/light.inc.frag
@@ -23,90 +23,3 @@ struct EnvironmentLight {
};
uniform EnvironmentLight envLight;
uniform int envLightCount = 0;
-
-void adsModel(const in vec3 worldPos,
- const in vec3 worldNormal,
- const in vec3 worldView,
- const in float shininess,
- out vec3 diffuseColor,
- out vec3 specularColor)
-{
- diffuseColor = vec3(0.0);
- specularColor = vec3(0.0);
-
- // We perform all work in world space
- vec3 n = normalize(worldNormal);
- vec3 s = vec3(0.0);
-
- for (int i = 0; i < lightCount; ++i) {
- float att = 1.0;
- float sDotN = 0.0;
-
- if (lights[i].type != TYPE_DIRECTIONAL) {
- // Point and Spot lights
-
- // Light position is already in world space
- vec3 sUnnormalized = lights[i].position - worldPos;
- s = normalize(sUnnormalized); // Light direction
-
- // Calculate the attenuation factor
- sDotN = dot(s, n);
- if (sDotN > 0.0) {
- if (lights[i].constantAttenuation != 0.0
- || lights[i].linearAttenuation != 0.0
- || lights[i].quadraticAttenuation != 0.0) {
- float dist = length(sUnnormalized);
- att = 1.0 / (lights[i].constantAttenuation +
- lights[i].linearAttenuation * dist +
- lights[i].quadraticAttenuation * dist * dist);
- }
-
- // The light direction is in world space already
- if (lights[i].type == TYPE_SPOT) {
- // Check if fragment is inside or outside of the spot light cone
- if (degrees(acos(dot(-s, lights[i].direction))) > lights[i].cutOffAngle)
- sDotN = 0.0;
- }
- }
- } else {
- // Directional lights
- // The light direction is in world space already
- s = normalize(-lights[i].direction);
- sDotN = dot(s, n);
- }
-
- // Calculate the diffuse factor
- float diffuse = max(sDotN, 0.0);
-
- // Calculate the specular factor
- float specular = 0.0;
- if (diffuse > 0.0 && shininess > 0.0) {
- float normFactor = (shininess + 2.0) / 2.0;
- vec3 r = reflect(-s, n); // Reflection direction in world space
- specular = normFactor * pow(max(dot(r, worldView), 0.0), shininess);
- }
-
- // Accumulate the diffuse and specular contributions
- diffuseColor += att * lights[i].intensity * diffuse * lights[i].color;
- specularColor += att * lights[i].intensity * specular * lights[i].color;
- }
-}
-
-vec4 phongFunction(const in vec4 ambient,
- const in vec4 diffuse,
- const in vec4 specular,
- const in float shininess,
- const in vec3 worldPosition,
- const in vec3 worldView,
- const in vec3 worldNormal)
-{
- // Calculate the lighting model, keeping the specular component separate
- vec3 diffuseColor, specularColor;
- adsModel(worldPosition, worldNormal, worldView, shininess, diffuseColor, specularColor);
-
- // Combine spec with ambient+diffuse for final fragment color
- vec3 color = (ambient.rgb + diffuseColor) * diffuse.rgb
- + specularColor * specular.rgb;
-
- return vec4(color, diffuse.a);
-}
diff --git a/src/extras/shaders/gl3/normaldiffusemap.frag b/src/extras/shaders/gl3/normaldiffusemap.frag
index 1266cafa0..bac776738 100644
--- a/src/extras/shaders/gl3/normaldiffusemap.frag
+++ b/src/extras/shaders/gl3/normaldiffusemap.frag
@@ -17,7 +17,7 @@ uniform vec3 eyePosition;
out vec4 fragColor;
-#pragma include light.inc.frag
+#pragma include phong.inc.frag
#pragma include coordinatesystems.inc
void main()
diff --git a/src/extras/shaders/gl3/normaldiffusespecularmap.frag b/src/extras/shaders/gl3/normaldiffusespecularmap.frag
index db1803c7a..d96b9e747 100644
--- a/src/extras/shaders/gl3/normaldiffusespecularmap.frag
+++ b/src/extras/shaders/gl3/normaldiffusespecularmap.frag
@@ -15,7 +15,7 @@ uniform vec4 ka; // Ambient reflectivity
uniform float shininess; // Specular shininess factor
uniform vec3 eyePosition;
-#pragma include light.inc.frag
+#pragma include phong.inc.frag
#pragma include coordinatesystems.inc
void main()
diff --git a/src/extras/shaders/gl3/pervertexcolor.frag b/src/extras/shaders/gl3/pervertexcolor.frag
index 71318e37f..40fc066d6 100644
--- a/src/extras/shaders/gl3/pervertexcolor.frag
+++ b/src/extras/shaders/gl3/pervertexcolor.frag
@@ -8,7 +8,7 @@ out vec4 fragColor;
uniform vec3 eyePosition;
-#pragma include light.inc.frag
+#pragma include phong.inc.frag
void main()
{
diff --git a/src/extras/shaders/gl3/phong.frag b/src/extras/shaders/gl3/phong.frag
index 49e0ce1dd..3652672b5 100644
--- a/src/extras/shaders/gl3/phong.frag
+++ b/src/extras/shaders/gl3/phong.frag
@@ -12,7 +12,7 @@ in vec3 worldNormal;
out vec4 fragColor;
-#pragma include light.inc.frag
+#pragma include phong.inc.frag
void main()
{
diff --git a/src/extras/shaders/gl3/phong.inc.frag b/src/extras/shaders/gl3/phong.inc.frag
new file mode 100644
index 000000000..47a6ecd4a
--- /dev/null
+++ b/src/extras/shaders/gl3/phong.inc.frag
@@ -0,0 +1,138 @@
+/****************************************************************************
+**
+** 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 vec3 worldPos,
+ const in vec3 worldNormal,
+ const in vec3 worldView,
+ const in float shininess,
+ out vec3 diffuseColor,
+ out vec3 specularColor)
+{
+ diffuseColor = vec3(0.0);
+ specularColor = vec3(0.0);
+
+ // We perform all work in world space
+ vec3 n = normalize(worldNormal);
+ vec3 s = vec3(0.0);
+
+ for (int i = 0; i < lightCount; ++i) {
+ float att = 1.0;
+ float sDotN = 0.0;
+
+ if (lights[i].type != TYPE_DIRECTIONAL) {
+ // Point and Spot lights
+
+ // Light position is already in world space
+ vec3 sUnnormalized = lights[i].position - worldPos;
+ s = normalize(sUnnormalized); // Light direction
+
+ // Calculate the attenuation factor
+ sDotN = dot(s, n);
+ if (sDotN > 0.0) {
+ if (lights[i].constantAttenuation != 0.0
+ || lights[i].linearAttenuation != 0.0
+ || lights[i].quadraticAttenuation != 0.0) {
+ float dist = length(sUnnormalized);
+ att = 1.0 / (lights[i].constantAttenuation +
+ lights[i].linearAttenuation * dist +
+ lights[i].quadraticAttenuation * dist * dist);
+ }
+
+ // The light direction is in world space already
+ if (lights[i].type == TYPE_SPOT) {
+ // Check if fragment is inside or outside of the spot light cone
+ if (degrees(acos(dot(-s, lights[i].direction))) > lights[i].cutOffAngle)
+ sDotN = 0.0;
+ }
+ }
+ } else {
+ // Directional lights
+ // The light direction is in world space already
+ s = normalize(-lights[i].direction);
+ sDotN = dot(s, n);
+ }
+
+ // Calculate the diffuse factor
+ float diffuse = max(sDotN, 0.0);
+
+ // Calculate the specular factor
+ float specular = 0.0;
+ if (diffuse > 0.0 && shininess > 0.0) {
+ float normFactor = (shininess + 2.0) / 2.0;
+ vec3 r = reflect(-s, n); // Reflection direction in world space
+ specular = normFactor * pow(max(dot(r, worldView), 0.0), shininess);
+ }
+
+ // Accumulate the diffuse and specular contributions
+ diffuseColor += att * lights[i].intensity * diffuse * lights[i].color;
+ specularColor += att * lights[i].intensity * specular * lights[i].color;
+ }
+}
+
+vec4 phongFunction(const in vec4 ambient,
+ const in vec4 diffuse,
+ const in vec4 specular,
+ const in float shininess,
+ const in vec3 worldPosition,
+ const in vec3 worldView,
+ const in vec3 worldNormal)
+{
+ // Calculate the lighting model, keeping the specular component separate
+ vec3 diffuseColor, specularColor;
+ adsModel(worldPosition, worldNormal, worldView, shininess, diffuseColor, specularColor);
+
+ // Combine spec with ambient+diffuse for final fragment color
+ vec3 color = (ambient.rgb + diffuseColor) * diffuse.rgb
+ + specularColor * specular.rgb;
+
+ return vec4(color, diffuse.a);
+}