// Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). // Copyright (C) 2017 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause uniform highp mat4 viewMatrix; uniform highp vec3 lightPosition; uniform highp vec3 lightIntensity; uniform highp vec3 ka; // Ambient reflectivity uniform highp vec3 ks; // Specular reflectivity uniform highp float shininess; // Specular shininess factor uniform highp float opacity; // Alpha channel uniform sampler2D diffuseTexture; uniform sampler2D normalTexture; varying highp vec4 positionInLightSpace; varying highp vec3 lightDir; varying highp vec3 viewDir; varying highp vec2 texCoord; highp vec3 dbModel(const highp vec3 norm, const highp vec2 flipYTexCoord) { // Reflection of light direction about normal highp vec3 r = reflect(-lightDir, norm); highp vec3 diffuseColor = texture2D(diffuseTexture, flipYTexCoord).rgb; // Calculate the ambient contribution highp vec3 ambient = lightIntensity * ka * diffuseColor; // Calculate the diffuse contribution highp float sDotN = max(dot(lightDir, norm), 0.0); highp vec3 diffuse = lightIntensity * diffuseColor * sDotN; // Calculate the specular highlight contribution highp vec3 specular = vec3(0.0); if (sDotN > 0.0) specular = (lightIntensity * ks) * pow(max(dot(r, viewDir), 0.0), shininess); return ambient + diffuse + specular; } void main() { highp vec2 flipYTexCoord = texCoord; flipYTexCoord.y = 1.0 - texCoord.y; highp vec4 normal = 2.0 * texture2D(normalTexture, flipYTexCoord) - vec4(1.0); highp vec3 result = dbModel(normalize(normal.xyz), flipYTexCoord); gl_FragColor = vec4(result, opacity); }