/**************************************************************************** ** ** 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. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #version 150 core uniform mat4 viewMatrix; uniform vec3 lightPosition; uniform vec3 lightIntensity; uniform vec3 ka; // Ambient reflectivity uniform vec3 ks; // Specular reflectivity uniform float shininess; // Specular shininess factor uniform float opacity; // Alpha channel uniform sampler2D diffuseTexture; in vec3 position; in vec3 normal; in vec2 texCoord; out vec4 fragColor; vec3 dModel(const in vec2 flipYTexCoord) { // Calculate the vector from the light to the fragment 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) vec3 v = normalize(-position); // Reflect the light beam using the normal at this fragment vec3 r = reflect(-s, normal); // Calculate the diffuse component float diffuse = max(dot(s, normal), 0.0); // Calculate the specular component 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 vec3 diffuseColor = texture(diffuseTexture, flipYTexCoord).rgb; // Combine the ambient, diffuse and specular contributions return lightIntensity * ((ka + diffuse) * diffuseColor + specular * ks); } void main() { vec2 flipYTexCoord = texCoord; flipYTexCoord.y = 1.0 - texCoord.y; vec3 result = lightIntensity * ka * texture(diffuseTexture, flipYTexCoord).rgb; result += dModel(flipYTexCoord); float alpha = opacity * texture(diffuseTexture, flipYTexCoord).a; fragColor = vec4(result, alpha); }