diff options
Diffstat (limited to 'tests/manual/shadow-map-qml/shaders/rhi/ads.frag')
-rw-r--r-- | tests/manual/shadow-map-qml/shaders/rhi/ads.frag | 89 |
1 files changed, 89 insertions, 0 deletions
diff --git a/tests/manual/shadow-map-qml/shaders/rhi/ads.frag b/tests/manual/shadow-map-qml/shaders/rhi/ads.frag new file mode 100644 index 000000000..60fda68b3 --- /dev/null +++ b/tests/manual/shadow-map-qml/shaders/rhi/ads.frag @@ -0,0 +1,89 @@ +// Copyright (C) 2020 Klaralvdalens Datakonsult AB (KDAB). +// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause + +#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); +} |