/**************************************************************************** ** ** 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; uniform sampler2D normalTexture; uniform sampler2DShadow shadowMapTexture; in vec4 positionInLightSpace; in vec3 lightDir; in vec3 viewDir; in vec2 texCoord; out vec4 fragColor; void dbModel(const in vec3 norm, const in vec2 flipYTexCoord, out vec3 ambientAndDiff, out vec3 spec) { // Reflection of light direction about normal vec3 r = reflect(-lightDir, norm); vec3 diffuseColor = texture(diffuseTexture, flipYTexCoord).rgb; // Calculate the ambient contribution vec3 ambient = lightIntensity * ka * diffuseColor; // Calculate the diffuse contribution float sDotN = max(dot(lightDir, norm), 0.0); vec3 diffuse = lightIntensity * diffuseColor * sDotN; // Sum the ambient and diffuse contributions ambientAndDiff = ambient + diffuse; // Calculate the specular highlight contribution spec = vec3(0.0); if (sDotN > 0.0) spec = (lightIntensity * ks) * pow(max(dot(r, viewDir), 0.0), shininess); } void main() { vec2 flipYTexCoord = texCoord; flipYTexCoord.y = 1.0 - texCoord.y; float shadowMapSample = textureProj(shadowMapTexture, positionInLightSpace); // Sample the textures at the interpolated texCoords vec4 normal = 2.0 * texture(normalTexture, flipYTexCoord) - vec4(1.0); vec3 result = lightIntensity * ka * texture(diffuseTexture, flipYTexCoord).rgb; // Calculate the lighting model, keeping the specular component separate vec3 ambientAndDiff, spec; if (shadowMapSample > 0) { dbModel(normalize(normal.xyz), flipYTexCoord, ambientAndDiff, spec); result = ambientAndDiff + spec; } // Combine spec with ambient+diffuse for final fragment color fragColor = vec4(result, opacity); }