diff options
Diffstat (limited to 'src/extras/shaders/gl3')
-rw-r--r-- | src/extras/shaders/gl3/diffusemap.frag | 2 | ||||
-rw-r--r-- | src/extras/shaders/gl3/diffusespecularmap.frag | 2 | ||||
-rw-r--r-- | src/extras/shaders/gl3/light.inc.frag | 87 | ||||
-rw-r--r-- | src/extras/shaders/gl3/normaldiffusemap.frag | 2 | ||||
-rw-r--r-- | src/extras/shaders/gl3/normaldiffusespecularmap.frag | 2 | ||||
-rw-r--r-- | src/extras/shaders/gl3/pervertexcolor.frag | 2 | ||||
-rw-r--r-- | src/extras/shaders/gl3/phong.frag | 2 | ||||
-rw-r--r-- | src/extras/shaders/gl3/phong.inc.frag | 138 |
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); +} |