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
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
|
// 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
#version 450 core
layout(std140, binding = 0) uniform qt3d_render_view_uniforms {
mat4 viewMatrix;
mat4 projectionMatrix;
mat4 uncorrectedProjectionMatrix;
mat4 clipCorrectionMatrix;
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 = 2) uniform extras_uniforms {
float texCoordScale;
vec3 ka; // Ambient reflectivity
vec3 ks; // Specular reflectivity
float shininess; // Specular shininess factor
float opacity; // Alpha channel
vec3 lightPosition;
vec3 lightIntensity;
};
layout(binding=3) uniform sampler2D diffuseTexture;
layout(binding=4) uniform sampler2D normalTexture;
layout(location = 0) in vec3 lightDir;
layout(location = 1) in vec3 viewDir;
layout(location = 2) in vec2 texCoord;
layout(location = 0) out vec4 fragColor;
void dbModel(const in vec3 norm, const in vec2 flipYTexCoord, out vec3 ambientAndDiff, out vec3 spec)
{
// Reflection of light direction about normal
vec3 r = reflect(-lightDir, norm);
vec3 diffuseColor = texture(diffuseTexture, flipYTexCoord).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 * ks) * pow(max(dot(r, viewDir), 0.0), shininess);
}
void main()
{
vec2 flipYTexCoord = texCoord;
flipYTexCoord.y = 1.0 - texCoord.y;
// Sample the textures at the interpolated texCoords
vec4 normal = 2.0 * texture(normalTexture, flipYTexCoord) - vec4(1.0);
vec3 result = lightIntensity * ka * texture(diffuseTexture, flipYTexCoord).rgb;
// Calculate the lighting model, keeping the specular component separate
vec3 ambientAndDiff, spec;
dbModel(normalize(normal.xyz), flipYTexCoord, ambientAndDiff, spec);
result = ambientAndDiff + spec;
// Combine spec with ambient+diffuse for final fragment color
fragColor = vec4(result, opacity);
}
|