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// Copyright (C) 2020 Klaralvdalens Datakonsult AB (KDAB).
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
#version 450
layout(location = 0) in vec4 positionInLightSpace;
layout(location = 1) in vec3 position;
layout(location = 2) in vec3 normal;
layout(location = 0) out vec4 fragColor;
layout(std140, binding = 0) uniform qt3d_render_view_uniforms {
mat4 viewMatrix;
mat4 projectionMatrix;
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 = 1) uniform qt3d_command_uniforms {
mat4 modelMatrix;
mat4 inverseModelMatrix;
mat4 modelView;
mat3 modelNormalMatrix;
mat4 inverseModelViewMatrix;
mat4 mvp;
mat4 inverseModelViewProjectionMatrix;
mat3 modelViewNormal;
};
layout(std140, binding = 2) uniform qt3d_custom_uniforms {
mat4 lightViewProjection;
vec3 lightPosition;
vec3 lightIntensity;
vec3 ka; // Ambient reflectivity
vec3 kd; // Diffuse reflectivity
vec3 ks; // Specular reflectivity
float shininess; // Specular shininess factor
};
layout(binding = 3) uniform sampler2DShadow shadowMapTexture;
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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