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// 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);
}
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