diff options
Diffstat (limited to 'tests/manual/planets-qml/shaders/rhi/planetDB.frag')
-rw-r--r-- | tests/manual/planets-qml/shaders/rhi/planetDB.frag | 85 |
1 files changed, 85 insertions, 0 deletions
diff --git a/tests/manual/planets-qml/shaders/rhi/planetDB.frag b/tests/manual/planets-qml/shaders/rhi/planetDB.frag new file mode 100644 index 000000000..a2977a9a0 --- /dev/null +++ b/tests/manual/planets-qml/shaders/rhi/planetDB.frag @@ -0,0 +1,85 @@ +// 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 450 core + +layout(std140, binding = 0) uniform qt3d_render_view_uniforms { + mat4 viewMatrix; + mat4 projectionMatrix; + mat4 uncorrectedProjectionMatrix; + mat4 clipCorrectionMatrix; + mat4 viewProjectionMatrix; + mat4 inverseViewMatrix; + mat4 inverseProjectionMatrix; + mat4 inverseViewProjectionMatrix; + mat4 viewportMatrix; + mat4 inverseViewportMatrix; + vec4 textureTransformMatrix; + vec3 eyePosition; + float aspectRatio; + float gamma; + float exposure; + float time; +}; + +layout(std140, binding = 2) uniform extras_uniforms { + float texCoordScale; + vec3 ka; // Ambient reflectivity + vec3 ks; // Specular reflectivity + float shininess; // Specular shininess factor + float opacity; // Alpha channel + vec3 lightPosition; + vec3 lightIntensity; +}; + +layout(binding=3) uniform sampler2D diffuseTexture; +layout(binding=4) uniform sampler2D normalTexture; + +layout(location = 0) in vec3 lightDir; +layout(location = 1) in vec3 viewDir; +layout(location = 2) in vec2 texCoord; + +layout(location = 0) out vec4 fragColor; + +void dbModel(const in vec3 norm, const in vec2 flipYTexCoord, out vec3 ambientAndDiff, out vec3 spec) +{ + // Reflection of light direction about normal + vec3 r = reflect(-lightDir, norm); + + vec3 diffuseColor = texture(diffuseTexture, flipYTexCoord).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 * ks) * pow(max(dot(r, viewDir), 0.0), shininess); +} + +void main() +{ + vec2 flipYTexCoord = texCoord; + flipYTexCoord.y = 1.0 - texCoord.y; + + // Sample the textures at the interpolated texCoords + vec4 normal = 2.0 * texture(normalTexture, flipYTexCoord) - vec4(1.0); + + vec3 result = lightIntensity * ka * texture(diffuseTexture, flipYTexCoord).rgb; + + // Calculate the lighting model, keeping the specular component separate + vec3 ambientAndDiff, spec; + dbModel(normalize(normal.xyz), flipYTexCoord, ambientAndDiff, spec); + result = ambientAndDiff + spec; + + // Combine spec with ambient+diffuse for final fragment color + fragColor = vec4(result, opacity); +} |