// Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB). // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only #version 150 core // TODO: Replace with a struct uniform vec3 ka; // Ambient reflectivity uniform vec3 kd; // Diffuse reflectivity uniform vec3 ks; // Specular reflectivity uniform float shininess; // Specular shininess factor uniform float alpha; uniform vec3 eyePosition; in vec3 worldPosition; in vec3 worldNormal; out vec4 fragColor; #pragma include light.inc.frag void main() { vec3 diffuseColor, specularColor; adsModel(worldPosition, worldNormal, eyePosition, shininess, diffuseColor, specularColor); fragColor = vec4( ka + kd * diffuseColor + ks * specularColor, alpha ); }