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// Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
// Copyright (C) 2017 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#version 150 core
uniform mat4 viewMatrix;
uniform vec3 lightPosition;
uniform vec3 lightIntensity;
uniform vec3 ka; // Ambient reflectivity
uniform float shininess; // Specular shininess factor
uniform float opacity; // Alpha channel
uniform sampler2D diffuseTexture;
uniform sampler2D specularTexture;
uniform sampler2D normalTexture;
in vec3 lightDir;
in vec3 viewDir;
in vec2 texCoord;
out vec4 fragColor;
void dsbModel(const in vec3 norm, const in vec2 flipXTexCoord, out vec3 ambientAndDiff, out vec3 spec)
{
// Reflection of light direction about normal
vec3 r = reflect(-lightDir, norm);
vec3 diffuseColor = texture(diffuseTexture, flipXTexCoord).rgb;
vec3 specularColor = texture(specularTexture, flipXTexCoord).rgb;
// Calculate the ambient contribution
vec3 ambient = lightIntensity * ka * diffuseColor;
// Calculate the diffuse contribution
float sDotN = max(dot(lightDir, norm), 0.0);
vec3 diffuse = lightIntensity * diffuseColor * sDotN;
// Sum the ambient and diffuse contributions
ambientAndDiff = ambient + diffuse;
// Calculate the specular highlight contribution
spec = vec3(0.0);
if (sDotN > 0.0)
spec = (lightIntensity * (shininess / (8.0 * 3.14))) * pow(max(dot(r, viewDir), 0.0), shininess);
spec *= specularColor;
}
void main()
{
vec2 flipXTexCoord = texCoord;
flipXTexCoord.x = 1.0 - texCoord.x;
// Sample the textures at the interpolated texCoords
vec4 normal = 2.0 * texture(normalTexture, flipXTexCoord) - vec4(1.0);
// Calculate the lighting model, keeping the specular component separate
vec3 ambientAndDiff, spec;
dsbModel(normalize(normal.xyz), flipXTexCoord, ambientAndDiff, spec);
vec3 result = ambientAndDiff + spec;
// Combine spec with ambient+diffuse for final fragment color
fragColor = vec4(result, opacity);
}
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