diff options
Diffstat (limited to 'tests/manual/planets-qml/shaders/rhi/planetDShadow.frag')
-rw-r--r-- | tests/manual/planets-qml/shaders/rhi/planetDShadow.frag | 87 |
1 files changed, 87 insertions, 0 deletions
diff --git a/tests/manual/planets-qml/shaders/rhi/planetDShadow.frag b/tests/manual/planets-qml/shaders/rhi/planetDShadow.frag new file mode 100644 index 000000000..7b1c54210 --- /dev/null +++ b/tests/manual/planets-qml/shaders/rhi/planetDShadow.frag @@ -0,0 +1,87 @@ +// 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 sampler2DShadow shadowMapTexture; + +layout(location = 3) in vec4 positionInLightSpace; + +layout(location = 0) in vec3 position; +layout(location = 1) in vec3 normal; +layout(location = 2) in vec2 texCoord; + +layout(location = 0)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); +} |