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Diffstat (limited to 'tests/manual/planets-qml/shaders/gl3/planetDSB.frag')
-rw-r--r-- | tests/manual/planets-qml/shaders/gl3/planetDSB.frag | 67 |
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); +} |