summaryrefslogtreecommitdiffstats
path: root/tests/manual/planets-qml/shaders/gl3/planetDSB.frag
diff options
context:
space:
mode:
Diffstat (limited to 'tests/manual/planets-qml/shaders/gl3/planetDSB.frag')
-rw-r--r--tests/manual/planets-qml/shaders/gl3/planetDSB.frag67
1 files changed, 67 insertions, 0 deletions
diff --git a/tests/manual/planets-qml/shaders/gl3/planetDSB.frag b/tests/manual/planets-qml/shaders/gl3/planetDSB.frag
new file mode 100644
index 000000000..c7206e559
--- /dev/null
+++ b/tests/manual/planets-qml/shaders/gl3/planetDSB.frag
@@ -0,0 +1,67 @@
+// 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
+
+#version 150 core
+
+uniform mat4 viewMatrix;
+
+uniform vec3 lightPosition;
+uniform vec3 lightIntensity;
+
+uniform vec3 ka; // Ambient reflectivity
+uniform float shininess; // Specular shininess factor
+uniform float opacity; // Alpha channel
+
+uniform sampler2D diffuseTexture;
+uniform sampler2D specularTexture;
+uniform sampler2D normalTexture;
+
+in vec3 lightDir;
+in vec3 viewDir;
+in vec2 texCoord;
+
+out vec4 fragColor;
+
+void dsbModel(const in vec3 norm, const in vec2 flipXTexCoord, out vec3 ambientAndDiff, out vec3 spec)
+{
+ // Reflection of light direction about normal
+ vec3 r = reflect(-lightDir, norm);
+
+ vec3 diffuseColor = texture(diffuseTexture, flipXTexCoord).rgb;
+ vec3 specularColor = texture(specularTexture, flipXTexCoord).rgb;
+
+ // Calculate the ambient contribution
+ vec3 ambient = lightIntensity * ka * diffuseColor;
+
+ // Calculate the diffuse contribution
+ float sDotN = max(dot(lightDir, norm), 0.0);
+ vec3 diffuse = lightIntensity * diffuseColor * sDotN;
+
+ // Sum the ambient and diffuse contributions
+ ambientAndDiff = ambient + diffuse;
+
+ // Calculate the specular highlight contribution
+ spec = vec3(0.0);
+ if (sDotN > 0.0)
+ spec = (lightIntensity * (shininess / (8.0 * 3.14))) * pow(max(dot(r, viewDir), 0.0), shininess);
+
+ spec *= specularColor;
+}
+
+void main()
+{
+ vec2 flipXTexCoord = texCoord;
+ flipXTexCoord.x = 1.0 - texCoord.x;
+
+ // Sample the textures at the interpolated texCoords
+ vec4 normal = 2.0 * texture(normalTexture, flipXTexCoord) - vec4(1.0);
+
+ // Calculate the lighting model, keeping the specular component separate
+ vec3 ambientAndDiff, spec;
+ dsbModel(normalize(normal.xyz), flipXTexCoord, ambientAndDiff, spec);
+ vec3 result = ambientAndDiff + spec;
+
+ // Combine spec with ambient+diffuse for final fragment color
+ fragColor = vec4(result, opacity);
+}