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/****************************************************************************
**
** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/
**
** This file is part of the QtQuick3D module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** GNU Lesser General Public License Usage
** This file may be used under the terms of the GNU Lesser General Public
** License version 2.1 as published by the Free Software Foundation and
** appearing in the file LICENSE.LGPL included in the packaging of this
** file. Please review the following information to ensure the GNU Lesser
** General Public License version 2.1 requirements will be met:
** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
** In addition, as a special exception, Nokia gives you certain additional
** rights. These rights are described in the Nokia Qt LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU General
** Public License version 3.0 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 3.0 requirements will be met:
** http://www.gnu.org/copyleft/gpl.html.
**
** Other Usage
** Alternatively, this file may be used in accordance with the terms and
** conditions contained in a signed written agreement between you and Nokia.
**
**
**
**
**
**
** $QT_END_LICENSE$
**
****************************************************************************/
// Per-pixel lighting - fragment shader side.
struct qt_MaterialParameters {
mediump vec4 emission;
mediump vec4 ambient;
mediump vec4 diffuse;
mediump vec4 specular;
mediump float shininess;
};
uniform qt_MaterialParameters qt_Material;
struct qt_SingleLightParameters {
mediump vec4 position;
mediump vec3 spotDirection;
mediump float spotExponent;
mediump float spotCutoff;
mediump float spotCosCutoff;
mediump float constantAttenuation;
mediump float linearAttenuation;
mediump float quadraticAttenuation;
};
uniform qt_SingleLightParameters qt_Light;
varying mediump vec3 qNormal;
varying mediump vec3 qLightDirection;
varying mediump vec3 qHalfVector;
varying mediump vec3 qVertexToLight;
varying mediump vec4 qAmbient;
varying mediump vec4 qDiffuse;
vec4 qLightPixel(vec4 ambient, vec4 diffuse)
{
float angle, spot;
vec4 color;
vec4 component;
vec3 normal = normalize(qNormal);
// Start with the ambient color.
color = ambient;
// Determine the cosine of the angle between the normal and the
// vector from the vertex to the light.
angle = max(dot(normal, qLightDirection), 0.0);
// Calculate the diffuse light components.
component = angle * diffuse;
// Calculate the specular light components.
if (angle != 0.0) {
angle = max(dot(normal, qHalfVector), 0.0);
component += pow(angle, qt_Material.shininess) * qt_Material.specular;
}
// Apply the spotlight angle and exponent.
if (qt_Light.spotCutoff != 180.0) {
spot = max(dot(normalize(qVertexToLight),
normalize(qt_Light.spotDirection)), 0.0);
if (spot < qt_Light.spotCosCutoff)
spot = 0.0;
else
spot = pow(spot, qt_Light.spotExponent);
component *= spot;
}
return clamp(color + component, 0.0, 1.0);
}
void main(void)
{
gl_FragColor = qLightPixel(qAmbient, qDiffuse);
}
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