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-rw-r--r--tests/manual/planets-qml/shaders/es2/planetDSB.frag61
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diff --git a/tests/manual/planets-qml/shaders/es2/planetDSB.frag b/tests/manual/planets-qml/shaders/es2/planetDSB.frag
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+++ b/tests/manual/planets-qml/shaders/es2/planetDSB.frag
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+// 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;
+uniform sampler2D normalTexture;
+
+varying highp vec4 positionInLightSpace;
+
+varying highp vec3 lightDir;
+varying highp vec3 viewDir;
+varying highp vec2 texCoord;
+
+highp vec3 dsbModel(const highp vec3 norm, const highp vec2 flipYTexCoord)
+{
+ // Reflection of light direction about normal
+ highp vec3 r = reflect(-lightDir, norm);
+
+ highp vec3 diffuseColor = texture2D(diffuseTexture, flipYTexCoord).rgb;
+ highp vec3 specularColor = texture2D(specularTexture, flipYTexCoord).rgb;
+
+ // Calculate the ambient contribution
+ highp vec3 ambient = lightIntensity * ka * diffuseColor;
+
+ // Calculate the diffuse contribution
+ highp float sDotN = max(dot(lightDir, norm), 0.0);
+ highp vec3 diffuse = lightIntensity * diffuseColor * sDotN;
+
+ // Calculate the specular highlight contribution
+ highp vec3 specular = vec3(0.0);
+ if (sDotN > 0.0)
+ specular = (lightIntensity * (shininess / (8.0 * 3.14))) * pow(max(dot(r, viewDir), 0.0), shininess);
+
+ specular *= specularColor;
+
+ return ambient + diffuse + specular;
+}
+
+void main()
+{
+ highp vec2 flipYTexCoord = texCoord;
+ flipYTexCoord.y = 1.0 - texCoord.y;
+
+ // Sample the textures at the interpolated texCoords
+ highp vec4 normal = 2.0 * texture2D(normalTexture, flipYTexCoord) - vec4(1.0);
+
+ highp vec3 result = dsbModel(normalize(normal.xyz), flipYTexCoord);
+
+ // Combine spec with ambient+diffuse for final fragment color
+ gl_FragColor = vec4(result, opacity);
+}