diff options
Diffstat (limited to 'tests/manual/planets-qml/shaders/gl3/planetDShadow.frag')
-rw-r--r-- | tests/manual/planets-qml/shaders/gl3/planetDShadow.frag | 70 |
1 files changed, 70 insertions, 0 deletions
diff --git a/tests/manual/planets-qml/shaders/gl3/planetDShadow.frag b/tests/manual/planets-qml/shaders/gl3/planetDShadow.frag new file mode 100644 index 000000000..02eea673e --- /dev/null +++ b/tests/manual/planets-qml/shaders/gl3/planetDShadow.frag @@ -0,0 +1,70 @@ +// 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 vec3 ks; // Specular reflectivity +uniform float shininess; // Specular shininess factor +uniform float opacity; // Alpha channel + +uniform sampler2D diffuseTexture; + +uniform sampler2DShadow shadowMapTexture; + +in vec4 positionInLightSpace; + +in vec3 position; +in vec3 normal; +in vec2 texCoord; + +out vec4 fragColor; + +vec3 dModel(const in vec2 flipYTexCoord) +{ + // Calculate the vector from the light to the fragment + 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) + vec3 v = normalize(-position); + + // Reflect the light beam using the normal at this fragment + vec3 r = reflect(-s, normal); + + // Calculate the diffuse component + float diffuse = max(dot(s, normal), 0.0); + + // Calculate the specular component + 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 + vec3 diffuseColor = texture(diffuseTexture, flipYTexCoord).rgb; + + // Combine the ambient, diffuse and specular contributions + return lightIntensity * ((ka + diffuse) * diffuseColor + specular * ks); +} + +void main() +{ + vec2 flipYTexCoord = texCoord; + flipYTexCoord.y = 1.0 - texCoord.y; + + float shadowMapSample = textureProj(shadowMapTexture, positionInLightSpace); + + vec3 result = lightIntensity * ka * texture(diffuseTexture, flipYTexCoord).rgb; + if (shadowMapSample > 0) + result += dModel(flipYTexCoord); + + float alpha = opacity * texture(diffuseTexture, flipYTexCoord).a; + + fragColor = vec4(result, alpha); +} |