diff options
Diffstat (limited to 'tests/manual/planets-qml/shaders/es2/planetDS.frag')
-rw-r--r-- | tests/manual/planets-qml/shaders/es2/planetDS.frag | 61 |
1 files changed, 61 insertions, 0 deletions
diff --git a/tests/manual/planets-qml/shaders/es2/planetDS.frag b/tests/manual/planets-qml/shaders/es2/planetDS.frag new file mode 100644 index 000000000..d4ee704bf --- /dev/null +++ b/tests/manual/planets-qml/shaders/es2/planetDS.frag @@ -0,0 +1,61 @@ +// Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). +// Copyright (C) 2017 The Qt Company Ltd. +// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only + +uniform highp mat4 viewMatrix; + +uniform highp vec3 lightPosition; +uniform highp vec3 lightIntensity; + +uniform highp vec3 ka; // Ambient reflectivity +uniform highp float shininess; // Specular shininess factor +uniform highp float opacity; // Alpha channel + +uniform sampler2D diffuseTexture; +uniform sampler2D specularTexture; + +varying highp vec4 positionInLightSpace; + +varying highp vec3 position; +varying highp vec3 normal; +varying highp vec2 texCoord; + +highp vec3 dsModel(const highp vec2 flipYTexCoord) +{ + // Calculate the vector from the light to the fragment + highp vec3 s = normalize(vec3(viewMatrix * vec4(lightPosition, 1.0)) - position); + + // Calculate the vector from the fragment to the eye position + // (origin since this is in "eye" or "camera" space) + highp vec3 v = normalize(-position); + + // Reflect the light beam using the normal at this fragment + highp vec3 r = reflect(-s, normal); + + // Calculate the diffuse component + highp float diffuse = max(dot(s, normal), 0.0); + + // Calculate the specular component + highp float specular = 0.0; + if (dot(s, normal) > 0.0) + specular = (shininess / (8.0 * 3.14)) * pow(max(dot(r, v), 0.0), shininess); + + // Lookup diffuse and specular factors + highp vec3 diffuseColor = texture2D(diffuseTexture, flipYTexCoord).rgb; + highp vec3 specularColor = texture2D(specularTexture, flipYTexCoord).rgb; + + // Combine the ambient, diffuse and specular contributions + return lightIntensity * ((ka + diffuse) * diffuseColor + specular * specularColor); +} + +void main() +{ + highp vec2 flipYTexCoord = texCoord; + flipYTexCoord.y = 1.0 - texCoord.y; + + highp vec3 result = dsModel(flipYTexCoord); + + highp float alpha = opacity * texture2D(diffuseTexture, flipYTexCoord).a; + + gl_FragColor = vec4(result, alpha); +} |