/**************************************************************************** ** ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). ** Copyright (C) 2017 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the Qt3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:BSD$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** BSD License Usage ** Alternatively, you may use this file under the terms of the BSD license ** as follows: ** ** "Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions are ** met: ** * Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** * Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in ** the documentation and/or other materials provided with the ** distribution. ** * Neither the name of The Qt Company Ltd nor the names of its ** contributors may be used to endorse or promote products derived ** from this software without specific prior written permission. ** ** ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ** ** $QT_END_LICENSE$ ** ****************************************************************************/ uniform highp mat4 viewMatrix; uniform highp vec3 lightPosition; uniform highp vec3 lightIntensity; uniform highp vec3 ka; // Ambient reflectivity uniform highp vec3 ks; // Specular reflectivity uniform highp float shininess; // Specular shininess factor uniform highp float opacity; // Alpha channel uniform sampler2D diffuseTexture; uniform sampler2D normalTexture; varying highp vec4 positionInLightSpace; varying highp vec3 lightDir; varying highp vec3 viewDir; varying highp vec2 texCoord; highp vec3 dbModel(const highp vec3 norm, const highp vec2 flipYTexCoord) { // Reflection of light direction about normal highp vec3 r = reflect(-lightDir, norm); highp vec3 diffuseColor = texture2D(diffuseTexture, flipYTexCoord).rgb; // Calculate the ambient contribution highp vec3 ambient = lightIntensity * ka * diffuseColor; // Calculate the diffuse contribution highp float sDotN = max(dot(lightDir, norm), 0.0); highp vec3 diffuse = lightIntensity * diffuseColor * sDotN; // Calculate the specular highlight contribution highp vec3 specular = vec3(0.0); if (sDotN > 0.0) specular = (lightIntensity * ks) * pow(max(dot(r, viewDir), 0.0), shininess); return ambient + diffuse + specular; } void main() { highp vec2 flipYTexCoord = texCoord; flipYTexCoord.y = 1.0 - texCoord.y; highp vec4 normal = 2.0 * texture2D(normalTexture, flipYTexCoord) - vec4(1.0); highp vec3 result = dbModel(normalize(normal.xyz), flipYTexCoord); gl_FragColor = vec4(result, opacity); }