/**************************************************************************** ** ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). ** Copyright (C) 2017 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the Qt3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:BSD$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** BSD License Usage ** Alternatively, you may use this file under the terms of the BSD license ** as follows: ** ** "Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions are ** met: ** * Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** * Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in ** the documentation and/or other materials provided with the ** distribution. ** * Neither the name of The Qt Company Ltd nor the names of its ** contributors may be used to endorse or promote products derived ** from this software without specific prior written permission. ** ** ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ** ** $QT_END_LICENSE$ ** ****************************************************************************/ uniform highp mat4 viewMatrix; uniform highp vec3 lightPosition; uniform highp vec3 lightIntensity; uniform highp vec3 ka; // Ambient reflectivity uniform highp float shininess; // Specular shininess factor uniform highp float opacity; // Alpha channel uniform sampler2D diffuseTexture; uniform sampler2D specularTexture; varying highp vec4 positionInLightSpace; varying highp vec3 position; varying highp vec3 normal; varying highp vec2 texCoord; highp vec3 dsModel(const highp vec2 flipYTexCoord) { // Calculate the vector from the light to the fragment highp 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) highp vec3 v = normalize(-position); // Reflect the light beam using the normal at this fragment highp vec3 r = reflect(-s, normal); // Calculate the diffuse component highp float diffuse = max(dot(s, normal), 0.0); // Calculate the specular component highp 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 highp vec3 diffuseColor = texture2D(diffuseTexture, flipYTexCoord).rgb; highp vec3 specularColor = texture2D(specularTexture, flipYTexCoord).rgb; // Combine the ambient, diffuse and specular contributions return lightIntensity * ((ka + diffuse) * diffuseColor + specular * specularColor); } void main() { highp vec2 flipYTexCoord = texCoord; flipYTexCoord.y = 1.0 - texCoord.y; highp vec3 result = dsModel(flipYTexCoord); highp float alpha = opacity * texture2D(diffuseTexture, flipYTexCoord).a; gl_FragColor = vec4(result, alpha); }