diff options
Diffstat (limited to 'examples/qt3d/solarsystem/resources/solar.vsh')
-rw-r--r-- | examples/qt3d/solarsystem/resources/solar.vsh | 175 |
1 files changed, 0 insertions, 175 deletions
diff --git a/examples/qt3d/solarsystem/resources/solar.vsh b/examples/qt3d/solarsystem/resources/solar.vsh deleted file mode 100644 index 420bc701..00000000 --- a/examples/qt3d/solarsystem/resources/solar.vsh +++ /dev/null @@ -1,175 +0,0 @@ -/**************************************************************************** -** -** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies). -** All rights reserved. -** Contact: Nokia Corporation (qt-info@nokia.com) -** -** This file is part of the QtQuick3D module of the Qt Toolkit. -** -** $QT_BEGIN_LICENSE:BSD$ -** 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 Nokia Corporation and its Subsidiary(-ies) 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." -** $QT_END_LICENSE$ -** -****************************************************************************/ - -attribute highp vec4 qt_Vertex; -attribute highp vec3 qt_Normal; -attribute highp vec4 qt_MultiTexCoord0; -uniform highp mat4 qt_ModelViewProjectionMatrix; -uniform highp mat4 qt_ModelViewMatrix; -uniform highp mat3 qt_NormalMatrix; -varying highp vec4 texCoord0; - -// varying values for per-pixel lighting -varying mediump vec4 lightingColor; -varying highp vec3 normal; -varying highp vec3 lightDirection; -varying highp vec3 halfVector; -varying highp vec3 vertexToLight; - -// Varying values for per-vertex lighting -varying mediump vec4 litCombinedColor; - -// These structs are copied from the QGLShaderProgramEffect documentation -struct qt_MaterialParameters { - mediump vec4 emission; - mediump vec4 ambient; - mediump vec4 diffuse; - mediump vec4 specular; - mediump float shininess; -}; -uniform qt_MaterialParameters qt_Material; - -struct qt_SingleLightParameters { - mediump vec4 position; - mediump vec3 spotDirection; - mediump float spotExponent; - mediump float spotCutoff; - mediump float spotCosCutoff; - mediump float constantAttenuation; - mediump float linearAttenuation; - mediump float quadraticAttenuation; -}; -uniform qt_SingleLightParameters qt_Light; - -// This is a pretty standard lighting function, adapted from QGLLitMaterial. -// The changes are mostly just renaming to improve readablity, but some -// unecessary features are removed too (e.g. support for two-sided materials) - -void qLightVertex(vec4 vertex, vec3 normal) -{ - // Start with the material's emissive color and the ambient scene color, - // which have been combined into the emission parameter. - vec4 color = qt_Material.emission; - vec4 scolor = qt_Material.specular; - - // Viewer is at infinity. - vec3 toEye = vec3(0, 0, 1); - - // Determine the angle between the normal and the light direction. - vec4 lightPosition = qt_Light.position; - vec3 lightDirection; - if (lightPosition.w == 0.0) - lightDirection = normalize(lightPosition.xyz); - else - lightDirection = normalize(lightPosition.xyz - vertex.xyz); - // Clean up negative values - float angle = max(dot(normal, lightDirection), 0.0); - - // Calculate the ambient and diffuse light components. - vec4 adcomponent = qt_Material.ambient + angle * qt_Material.diffuse; - - // Calculate the specular light components, in case they're needed for - // per-vertex lighting. - vec4 scomponent; - if (angle != 0.0) { - halfVector = normalize(lightDirection + toEye); - angle = max(dot(normal, halfVector), 0.0); - float srm = qt_Material.shininess; - vec4 scm = qt_Material.specular; - if (srm != 0.0) - scomponent = pow(angle, srm) * scm; - else - scomponent = scm; - } else { - scomponent = vec4(0, 0, 0, 0); - } - - // Apply the spotlight angle and exponent. - if (qt_Light.spotCutoff != 180.0) { - vertexToLight = vertex.xyz - lightPosition.xyz; - float spot = max(dot(normalize(vertexToLight), - qt_Light.spotDirection), 0.0); - if (spot < qt_Light.spotCosCutoff) { - adcomponent = vec4(0, 0, 0, 0); - scomponent = vec4(0, 0, 0, 0); - } else { - spot = pow(spot, qt_Light.spotExponent); - adcomponent *= spot; - scomponent *= spot; - } - } - - // Apply attenuation to the colors. - if (lightPosition.w != 0.0) { - float attenuation = qt_Light.constantAttenuation; - float k1 = qt_Light.linearAttenuation; - float k2 = qt_Light.quadraticAttenuation; - if (k1 != 0.0 || k2 != 0.0) { - float len = length(lightPosition.xyz - vertex.xyz); - attenuation += k1 * len + k2 * len * len; - } - color += adcomponent / attenuation; - scolor += scomponent / attenuation; - } else { - color += adcomponent; - scolor += scomponent; - } - - // Generate the final output colors to pass to the fragment shader. - float alpha = qt_Material.diffuse.a; - // This is the combined diffuse and ambient lighting color - lightingColor = vec4(clamp(color.rgb, 0.0, 1.0), alpha); - // Specular lighting and combined color is used for per vertex lighting if - // per-pixel is too expensive or not required. - vec4 specularLightingColor = vec4(clamp(scolor.rgb, 0.0, 1.0), 0.0); - litCombinedColor = clamp(lightingColor + vec4(specularLightingColor.xyz, 0.0), 0.0, 1.0); -} - - void main(void) - { - gl_Position = qt_ModelViewProjectionMatrix * qt_Vertex; - texCoord0 = qt_MultiTexCoord0; - - // Calculate the vertex and normal to use for lighting calculations. - highp vec4 vertex = qt_ModelViewMatrix * qt_Vertex; - normal = normalize(qt_NormalMatrix * qt_Normal); - qLightVertex(vertex,normal); -} - |