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m---------src/Runtime/ogl-runtime0
-rw-r--r--src/Runtime/ogl-runtime/res/effectlib/tessellationLinearCM.glsllib174
2 files changed, 0 insertions, 174 deletions
diff --git a/src/Runtime/ogl-runtime b/src/Runtime/ogl-runtime
new file mode 160000
+Subproject 2025912174c4cf99270b7439ec3b021e1d089ae
diff --git a/src/Runtime/ogl-runtime/res/effectlib/tessellationLinearCM.glsllib b/src/Runtime/ogl-runtime/res/effectlib/tessellationLinearCM.glsllib
deleted file mode 100644
index d2bb90af..00000000
--- a/src/Runtime/ogl-runtime/res/effectlib/tessellationLinearCM.glsllib
+++ /dev/null
@@ -1,174 +0,0 @@
-/****************************************************************************
-**
-** Copyright (C) 2014 NVIDIA Corporation.
-** Copyright (C) 2017 The Qt Company Ltd.
-** Contact: https://www.qt.io/licensing/
-**
-** This file is part of Qt 3D Studio.
-**
-** $QT_BEGIN_LICENSE:GPL$
-** 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.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 3 or (at your option) any later version
-** approved by the KDE Free Qt Foundation. The licenses are as published by
-** the Free Software Foundation and appearing in the file LICENSE.GPL3
-** included in the packaging of this file. Please review the following
-** information to ensure the GNU General Public License requirements will
-** be met: https://www.gnu.org/licenses/gpl-3.0.html.
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-#ifndef TESSELLATION_LINEAR_CM_GLSLLIB
-#define TESSELLATION_LINEAR_CM_ GLSLLIB
-
-#include "tessellationLinear.glsllib"
-
-#if TESSELLATION_CONTROL_SHADER
-
-uniform float tessLevelOuter;
-uniform float tessLevelInner;
-
-attribute vec3 varNormal[];
-attribute vec3 varObjPos[];
-
-varying vec3 varNormalTC[];
-varying vec3 varObjPosTC[];
-
-#if QT3DS_ENABLE_UV0
-attribute vec3 varTexCoord0[];
-varying vec3 varTexCoord0TC[];
-#endif
-
-#if QT3DS_ENABLE_TEXTAN
-attribute vec3 varTangent[];
-attribute vec3 varObjTangent[];
-varying vec3 varTangentTC[];
-varying vec3 varObjTangentTC[];
-#endif
-
-#if QT3DS_ENABLE_BINORMAL
-attribute vec3 varBinormal[];
-attribute vec3 varObjBinormal[];
-varying vec3 varBinormalTC[];
-varying vec3 varObjBinormalTC[];
-#endif
-
-#if QT3DS_ENABLE_WORLD_POSITION
-attribute vec3 varWorldPos[];
-varying vec3 varWorldPosTC[];
-#endif
-
-void main() {
-
-#if QT3DS_ENABLE_WORLD_POSITION
- ctWorldPos[0] = varWorldPos[0];
- ctWorldPos[1] = varWorldPos[1];
- ctWorldPos[2] = varWorldPos[2];
-#endif
-
- gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
- tessShader( tessLevelOuter, tessLevelInner);
-
- varObjPosTC[gl_InvocationID] = varObjPos[gl_InvocationID];
- varNormalTC[gl_InvocationID] = varNormal[gl_InvocationID];
-
-#if QT3DS_ENABLE_UV0
- varTexCoord0TC[gl_InvocationID] = varTexCoord0[gl_InvocationID];
-#endif
-#if QT3DS_ENABLE_TEXTAN
- varTangentTC[gl_InvocationID] = varTangent[gl_InvocationID];
- varObjTangentTC[gl_InvocationID] = varObjTangent[gl_InvocationID];
-#endif
-#if QT3DS_ENABLE_BINORMAL
- varBinormalTC[gl_InvocationID] = varBinormal[gl_InvocationID];
- varObjBinormalTC[gl_InvocationID] = varObjBinormal[gl_InvocationID];
-#endif
-#if QT3DS_ENABLE_WORLD_POSITION
- varWorldPosTC[gl_InvocationID] = varWorldPos[gl_InvocationID];
-#endif
-}
-
-#endif
-
-
-#if TESSELLATION_EVALUATION_SHADER
-
-#if (GEOMETRY_SHADER == 1)
-#define VARYING_NAME(varyingName) varyingName##TE
-#else
-#define VARYING_NAME(varyingName) varyingName
-#endif
-
-uniform mat3 normal_matrix;
-uniform mat4 model_view_projection_matrix;
-
-attribute vec3 varNormalTC[];
-attribute vec3 varObjPosTC[];
-
-varying vec3 VARYING_NAME(varNormal);
-varying vec3 VARYING_NAME(varObjPos);
-
-#if QT3DS_ENABLE_UV0
-attribute vec3 varTexCoord0TC[];
-varying vec3 VARYING_NAME(varTexCoord0);
-#endif
-
-#if QT3DS_ENABLE_TEXTAN
-attribute vec3 varTangentTC[];
-attribute vec3 varObjTangentTC[];
-varying vec3 VARYING_NAME(varTangent);
-varying vec3 VARYING_NAME(varObjTangent);
-#endif
-
-#if QT3DS_ENABLE_BINORMAL
-attribute vec3 varBinormalTC[];
-attribute vec3 varObjBinormalTC[];
-varying vec3 VARYING_NAME(varBinormal);
-varying vec3 VARYING_NAME(varObjBinormal);
-#endif
-
-#if QT3DS_ENABLE_WORLD_POSITION
-attribute vec3 varWorldPosTC[];
-varying vec3 VARYING_NAME(varWorldPos);
-#endif
-
-void main() {
- vec4 pos = tessShader( );
-
- gl_Position = model_view_projection_matrix * pos;
-
- VARYING_NAME(varObjPos) = gl_TessCoord.x * varObjPosTC[0] + gl_TessCoord.y * varObjPosTC[1] + gl_TessCoord.z * varObjPosTC[2];
- VARYING_NAME(varNormal) = gl_TessCoord.x * varNormalTC[0] + gl_TessCoord.y * varNormalTC[1] + gl_TessCoord.z * varNormalTC[2];
-
-#if QT3DS_ENABLE_UV0
- VARYING_NAME(varTexCoord0) = gl_TessCoord.x * varTexCoord0TC[0] + gl_TessCoord.y * varTexCoord0TC[1] + gl_TessCoord.z * varTexCoord0TC[2];
-#endif
-#if QT3DS_ENABLE_TEXTAN
- VARYING_NAME(varTangent) = gl_TessCoord.x * varTangentTC[0] + gl_TessCoord.y * varTangentTC[1] + gl_TessCoord.z * varTangentTC[2];
- VARYING_NAME(varObjTangent) = gl_TessCoord.x * varObjTangentTC[0] + gl_TessCoord.y * varObjTangentTC[1] + gl_TessCoord.z * varObjTangentTC[2];
-#endif
-#if QT3DS_ENABLE_BINORMAL
- VARYING_NAME(varBinormal) = gl_TessCoord.x * varBinormalTC[0] + gl_TessCoord.y * varBinormalTC[1] + gl_TessCoord.z * varBinormalTC[2];
- VARYING_NAME(varObjBinormal) = gl_TessCoord.x * varObjBinormalTC[0] + gl_TessCoord.y * varObjBinormalTC[1] + gl_TessCoord.z * varObjBinormalTC[2];
-#endif
-#if QT3DS_ENABLE_WORLD_POSITION
- VARYING_NAME(varWorldPos) = gl_TessCoord.x * varWorldPosTC[0] + gl_TessCoord.y * varWorldPosTC[1] + gl_TessCoord.z * varWorldPosTC[2];
-#endif
-
- VARYING_NAME(varNormal) = normalize(normal_matrix * VARYING_NAME(varNormal));
-}
-
-#endif
-
-#endif
-