// Copyright (C) 2020 Klaralvdalens Datakonsult AB (KDAB). // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only #version 450 layout(location = 0) in vec4 positionInLightSpace; layout(location = 1) in vec3 position; layout(location = 2) in vec3 normal; layout(location = 0) out vec4 fragColor; layout(std140, binding = 0) uniform qt3d_render_view_uniforms { mat4 viewMatrix; mat4 projectionMatrix; mat4 viewProjectionMatrix; mat4 inverseViewMatrix; mat4 inverseProjectionMatrix; mat4 inverseViewProjectionMatrix; mat4 viewportMatrix; mat4 inverseViewportMatrix; vec4 textureTransformMatrix; vec3 eyePosition; float aspectRatio; float gamma; float exposure; float time; }; layout(std140, binding = 1) uniform qt3d_command_uniforms { mat4 modelMatrix; mat4 inverseModelMatrix; mat4 modelView; mat3 modelNormalMatrix; mat4 inverseModelViewMatrix; mat4 mvp; mat4 inverseModelViewProjectionMatrix; mat3 modelViewNormal; }; layout(std140, binding = 2) uniform qt3d_custom_uniforms { mat4 lightViewProjection; vec3 lightPosition; vec3 lightIntensity; vec3 ka; // Ambient reflectivity vec3 kd; // Diffuse reflectivity vec3 ks; // Specular reflectivity float shininess; // Specular shininess factor }; layout(binding = 3) uniform sampler2DShadow shadowMapTexture; 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); }