1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
|
// Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
// Copyright (C) 2017 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
uniform highp mat4 viewMatrix;
uniform highp vec3 lightPosition;
uniform highp vec3 lightIntensity;
uniform highp vec3 ka; // Ambient reflectivity
uniform highp float shininess; // Specular shininess factor
uniform highp float opacity; // Alpha channel
uniform sampler2D diffuseTexture;
uniform sampler2D specularTexture;
varying highp vec4 positionInLightSpace;
varying highp vec3 position;
varying highp vec3 normal;
varying highp vec2 texCoord;
highp vec3 dsModel(const highp vec2 flipYTexCoord)
{
// Calculate the vector from the light to the fragment
highp vec3 s = normalize(vec3(viewMatrix * vec4(lightPosition, 1.0)) - position);
// Calculate the vector from the fragment to the eye position
// (origin since this is in "eye" or "camera" space)
highp vec3 v = normalize(-position);
// Reflect the light beam using the normal at this fragment
highp vec3 r = reflect(-s, normal);
// Calculate the diffuse component
highp float diffuse = max(dot(s, normal), 0.0);
// Calculate the specular component
highp float specular = 0.0;
if (dot(s, normal) > 0.0)
specular = (shininess / (8.0 * 3.14)) * pow(max(dot(r, v), 0.0), shininess);
// Lookup diffuse and specular factors
highp vec3 diffuseColor = texture2D(diffuseTexture, flipYTexCoord).rgb;
highp vec3 specularColor = texture2D(specularTexture, flipYTexCoord).rgb;
// Combine the ambient, diffuse and specular contributions
return lightIntensity * ((ka + diffuse) * diffuseColor + specular * specularColor);
}
void main()
{
highp vec2 flipYTexCoord = texCoord;
flipYTexCoord.y = 1.0 - texCoord.y;
highp vec3 result = dsModel(flipYTexCoord);
highp float alpha = opacity * texture2D(diffuseTexture, flipYTexCoord).a;
gl_FragColor = vec4(result, alpha);
}
|