diff options
Diffstat (limited to 'tests/manual/transparency-qml-scene3d/phongalpha.frag')
-rw-r--r-- | tests/manual/transparency-qml-scene3d/phongalpha.frag | 43 |
1 files changed, 43 insertions, 0 deletions
diff --git a/tests/manual/transparency-qml-scene3d/phongalpha.frag b/tests/manual/transparency-qml-scene3d/phongalpha.frag new file mode 100644 index 000000000..11d4ef0d9 --- /dev/null +++ b/tests/manual/transparency-qml-scene3d/phongalpha.frag @@ -0,0 +1,43 @@ +#define FP highp + +uniform FP vec4 lightPosition; +uniform FP vec3 lightIntensity; + +// TODO: Replace with a struct +uniform FP vec3 ka; // Ambient reflectivity +uniform FP vec3 kd; // Diffuse reflectivity +uniform FP vec3 ks; // Specular reflectivity +uniform FP float shininess; // Specular shininess factor +uniform FP float alpha; + +varying FP vec3 position; +varying FP vec3 normal; + +FP vec3 adsModel( const FP vec3 pos, const FP vec3 n ) +{ + // Calculate the vector from the light to the fragment + FP vec3 s = normalize( vec3( lightPosition ) - pos ); + + // Calculate the vector from the fragment to the eye position + // (origin since this is in "eye" or "camera" space) + FP vec3 v = normalize( -pos ); + + // Reflect the light beam using the normal at this fragment + FP vec3 r = reflect( -s, n ); + + // Calculate the diffuse component + FP float diffuse = max( dot( s, n ), 0.0 ); + + // Calculate the specular component + FP float specular = 0.0; + if ( dot( s, n ) > 0.0 ) + specular = pow( max( dot( r, v ), 0.0 ), shininess ); + + // Combine the ambient, diffuse and specular contributions + return lightIntensity * ( ka + kd * diffuse + ks * specular ); +} + +void main() +{ + gl_FragColor = vec4( adsModel( position, normalize( normal ) ), alpha ); +} |