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diff --git a/tests/manual/planets-qml/shaders/rhi/planetDSB.frag b/tests/manual/planets-qml/shaders/rhi/planetDSB.frag
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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 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(binding=5) uniform sampler2D specularTexture;
+
+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 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);
+}