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-rw-r--r--tests/manual/shadow-map-qml/shaders/ads.frag60
1 files changed, 60 insertions, 0 deletions
diff --git a/tests/manual/shadow-map-qml/shaders/ads.frag b/tests/manual/shadow-map-qml/shaders/ads.frag
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+// Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
+
+#version 150 core
+
+uniform mat4 viewMatrix;
+
+uniform vec3 lightPosition;
+uniform vec3 lightIntensity;
+
+uniform vec3 ka; // Ambient reflectivity
+uniform vec3 kd; // Diffuse reflectivity
+uniform vec3 ks; // Specular reflectivity
+uniform float shininess; // Specular shininess factor
+
+uniform sampler2DShadow shadowMapTexture;
+
+in vec4 positionInLightSpace;
+
+in vec3 position;
+in vec3 normal;
+
+out vec4 fragColor;
+
+vec3 dsModel(const in vec3 pos, const in vec3 n)
+{
+ // Calculate the vector from the light to the fragment
+ vec3 s = normalize(vec3(viewMatrix * vec4(lightPosition, 1.0)) - pos);
+
+ // Calculate the vector from the fragment to the eye position
+ // (origin since this is in "eye" or "camera" space)
+ vec3 v = normalize(-pos);
+
+ // Reflect the light beam using the normal at this fragment
+ vec3 r = reflect(-s, n);
+
+ // Calculate the diffuse component
+ float diffuse = max(dot(s, n), 0.0);
+
+ // Calculate the specular component
+ float specular = 0.0;
+ if (dot(s, n) > 0.0)
+ specular = pow(max(dot(r, v), 0.0), shininess);
+
+ // Combine the diffuse and specular contributions (ambient is taken into account by the caller)
+ return lightIntensity * (kd * diffuse + ks * specular);
+}
+
+void main()
+{
+ float shadowMapSample = textureProj(shadowMapTexture, positionInLightSpace);
+
+ vec3 ambient = lightIntensity * ka;
+
+ vec3 result = ambient;
+ if (shadowMapSample > 0)
+ result += dsModel(position, normalize(normal));
+
+ fragColor = vec4(result, 1.0);
+}