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author | Mike Krus <mike.krus@kdab.com> | 2023-02-22 11:20:45 +0000 |
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committer | Mike Krus <mike.krus@kdab.com> | 2023-02-27 13:36:05 +0000 |
commit | 00d139e39f675c32d6b8202900a0d8d5706ee8e3 (patch) | |
tree | f2e231129f4bf45aa2fb7f9a9b46126d0c35b87e /tests/manual/planets-qml/shaders/rhi/planetDS.frag | |
parent | 3f35ee5b3652582968adb57c5042a29a458f22a6 (diff) | |
download | qt3d-00d139e39f675c32d6b8202900a0d8d5706ee8e3.tar.gz |
Move some examples to manual tests
Reduces the maintenance burden.
Also fixed a few issues when moving code.
Pick-to: 6.5
Change-Id: I647f0c1a215f27a0e834d328ca64cfb570639b04
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Diffstat (limited to 'tests/manual/planets-qml/shaders/rhi/planetDS.frag')
-rw-r--r-- | tests/manual/planets-qml/shaders/rhi/planetDS.frag | 82 |
1 files changed, 82 insertions, 0 deletions
diff --git a/tests/manual/planets-qml/shaders/rhi/planetDS.frag b/tests/manual/planets-qml/shaders/rhi/planetDS.frag new file mode 100644 index 000000000..bb673b9ec --- /dev/null +++ b/tests/manual/planets-qml/shaders/rhi/planetDS.frag @@ -0,0 +1,82 @@ +// 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 = 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 specularTexture; + +layout(location=0) in vec3 position; +layout(location=1) in vec3 normal; +layout(location=2) in vec2 texCoord; + +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(location=0) out vec4 fragColor; + +vec3 dsModel(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; + vec3 specularColor = texture(specularTexture, flipYTexCoord).rgb; + + // Combine the ambient, diffuse and specular contributions + return lightIntensity * ((ka + diffuse) * diffuseColor + specular * specularColor); +} + +void main() +{ + vec2 flipYTexCoord = texCoord; + flipYTexCoord.y = 1.0 - texCoord.y; + + vec3 result = lightIntensity * ka * texture(diffuseTexture, flipYTexCoord).rgb; + result += dsModel(flipYTexCoord); + + fragColor = vec4(result, opacity * texture(diffuseTexture, flipYTexCoord).a); +} |