/**************************************************************************** ** ** 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." ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #version 150 core uniform mat4 viewMatrix; uniform vec3 lightPosition; uniform vec3 lightIntensity; uniform vec3 ka; // Ambient reflectivity uniform float shininess; // Specular shininess factor uniform float opacity; // Alpha channel uniform sampler2D diffuseTexture; uniform sampler2D specularTexture; uniform sampler2D normalTexture; in vec3 lightDir; in vec3 viewDir; in vec2 texCoord; out vec4 fragColor; void dsbModel(const in vec3 norm, const in vec2 flipXTexCoord, out vec3 ambientAndDiff, out vec3 spec) { // Reflection of light direction about normal vec3 r = reflect(-lightDir, norm); vec3 diffuseColor = texture(diffuseTexture, flipXTexCoord).rgb; vec3 specularColor = texture(specularTexture, flipXTexCoord).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 * (shininess / (8.0 * 3.14))) * pow(max(dot(r, viewDir), 0.0), shininess); spec *= specularColor; } void main() { vec2 flipXTexCoord = texCoord; flipXTexCoord.x = 1.0 - texCoord.x; // Sample the textures at the interpolated texCoords vec4 normal = 2.0 * texture(normalTexture, flipXTexCoord) - vec4(1.0); // Calculate the lighting model, keeping the specular component separate vec3 ambientAndDiff, spec; dsbModel(normalize(normal.xyz), flipXTexCoord, ambientAndDiff, spec); vec3 result = ambientAndDiff + spec; // Combine spec with ambient+diffuse for final fragment color fragColor = vec4(result, opacity); }