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-rw-r--r--tests/manual/planets-qml/shaders/rhi/planetDShadow.frag87
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
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+++ 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);
+}