diff options
Diffstat (limited to 'src/Runtime/ogl-runtime/res/effectlib/tessellationLinearCM.glsllib')
m--------- | src/Runtime/ogl-runtime | 0 | ||||
-rw-r--r-- | src/Runtime/ogl-runtime/res/effectlib/tessellationLinearCM.glsllib | 174 |
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 - |