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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 150 core
uniform mat4 viewMatrix;
uniform vec3 lightPosition;
uniform vec3 lightIntensity;
uniform vec3 ka; // Ambient reflectivity
uniform vec3 ks; // Specular reflectivity
uniform float shininess; // Specular shininess factor
uniform float opacity; // Alpha channel
uniform sampler2D diffuseTexture;
uniform sampler2DShadow shadowMapTexture;
in vec4 positionInLightSpace;
in vec3 position;
in vec3 normal;
in vec2 texCoord;
out vec4 fragColor;
vec3 dModel(const in vec2 flipYTexCoord)
{
// Calculate the vector from the light to the fragment
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)
vec3 v = normalize(-position);
// Reflect the light beam using the normal at this fragment
vec3 r = reflect(-s, normal);
// Calculate the diffuse component
float diffuse = max(dot(s, normal), 0.0);
// Calculate the specular component
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
vec3 diffuseColor = texture(diffuseTexture, flipYTexCoord).rgb;
// Combine the ambient, diffuse and specular contributions
return lightIntensity * ((ka + diffuse) * diffuseColor + specular * ks);
}
void main()
{
vec2 flipYTexCoord = texCoord;
flipYTexCoord.y = 1.0 - texCoord.y;
float shadowMapSample = textureProj(shadowMapTexture, positionInLightSpace);
vec3 result = lightIntensity * ka * texture(diffuseTexture, flipYTexCoord).rgb;
if (shadowMapSample > 0)
result += dModel(flipYTexCoord);
float alpha = opacity * texture(diffuseTexture, flipYTexCoord).a;
fragColor = vec4(result, alpha);
}
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