/**************************************************************************** ** ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). ** Copyright (C) 2015 The Qt Company Ltd. ** Contact: http://www.qt.io/licensing/ ** ** This file is part of the Qt3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL3$ ** 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 http://www.qt.io/terms-conditions. For further ** information use the contact form at http://www.qt.io/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 3 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPLv3 included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 3 requirements ** will be met: https://www.gnu.org/licenses/lgpl.html. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 2.0 or later as published by the Free ** Software Foundation and appearing in the file LICENSE.GPL included in ** the packaging of this file. Please review the following information to ** ensure the GNU General Public License version 2.0 requirements will be ** met: http://www.gnu.org/licenses/gpl-2.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ 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; uniform sampler2D normalTexture; varying highp vec4 positionInLightSpace; varying highp vec3 lightDir; varying highp vec3 viewDir; varying highp vec2 texCoord; highp vec3 dsbModel(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; highp vec3 specularColor = texture2D(specularTexture, 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 * (shininess / (8.0 * 3.14))) * pow(max(dot(r, viewDir), 0.0), shininess); specular *= specularColor; return ambient + diffuse + specular; } void main() { highp vec2 flipYTexCoord = texCoord; flipYTexCoord.y = 1.0 - texCoord.y; // Sample the textures at the interpolated texCoords highp vec4 normal = 2.0 * texture2D(normalTexture, flipYTexCoord) - vec4(1.0); highp vec3 result = dsbModel(normalize(normal.xyz), flipYTexCoord); // Combine spec with ambient+diffuse for final fragment color gl_FragColor = vec4(result, opacity); }