/**************************************************************************** ** ** Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB). ** Contact: http://www.qt-project.org/legal ** ** 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 300 es precision highp float; uniform mat4 viewMatrix; uniform vec3 lightPosition; uniform vec3 lightIntensity; uniform vec3 ka; // Ambient reflectivity uniform vec3 kd; // Diffuse reflectivity uniform vec3 ks; // Specular reflectivity uniform float shininess; // Specular shininess factor uniform sampler2DShadow shadowMapTexture; in vec4 positionInLightSpace; in vec3 position; in vec3 normal; out vec4 fragColor; vec3 dsModel(const in vec3 pos, const in vec3 n) { // Calculate the vector from the light to the fragment vec3 s = normalize(vec3(viewMatrix * vec4(lightPosition, 1.0)) - pos); // Calculate the vector from the fragment to the eye position // (origin since this is in "eye" or "camera" space) vec3 v = normalize(-pos); // Reflect the light beam using the normal at this fragment vec3 r = reflect(-s, n); // Calculate the diffuse component float diffuse = max(dot(s, n), 0.0); // Calculate the specular component float specular = 0.0; if (dot(s, n) > 0.0) specular = pow(max(dot(r, v), 0.0), shininess); // Combine the diffuse and specular contributions (ambient is taken into account by the caller) return lightIntensity * (kd * diffuse + ks * specular); } void main() { float shadowMapSample = textureProj(shadowMapTexture, positionInLightSpace); vec3 ambient = lightIntensity * ka; vec3 result = ambient; if (shadowMapSample > 0.0) result += dsModel(position, normalize(normal)); fragColor = vec4(result, 1.0); }