// Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only WITH Qt-GPL-exception-1.0 #version 150 core 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) result += dsModel(position, normalize(normal)); fragColor = vec4(result, 1.0); }