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/****************************************************************************
**
** Copyright (C) 2010 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.
**
** $QT_BEGIN_LICENSE:LGPL$
** No Commercial Usage
** This file contains pre-release code and may not be distributed.
** You may use this file in accordance with the terms and conditions
** contained in the Technology Preview License Agreement accompanying
** this package.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 2.1 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL included in the
** packaging of this file.  Please review the following information to
** ensure the GNU Lesser General Public License version 2.1 requirements
** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
** In addition, as a special exception, Nokia gives you certain additional
** rights.  These rights are described in the Nokia Qt LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
** If you have questions regarding the use of this file, please contact
** Nokia at qt-info@nokia.com.
**
**
**
**
**
**
**
**
** $QT_END_LICENSE$
**
****************************************************************************/

attribute highp vec4 vertex;
varying float depth;
uniform highp mat4 qt_ModelViewMatrix;
uniform highp mat4 qt_ProjectionMatrix;

attribute highp vec4 texCoords;

uniform highp mat4 cameraCombinedMatrix;
uniform highp mat4 cameraModelViewMatrix;
uniform highp mat4 cameraProjectionMatrix;

uniform highp mat4 lightCombinedMatrix;

varying highp vec4 qt_TexCoord0;
varying highp vec4 onScreenPosition;
varying highp vec4 lightScreenPosition;
varying highp vec4 worldSpaceVertex;

void main(void)
{
    qt_TexCoord0 = texCoords;

    // qt_ProjectionMatrix == cameraProjectionMatrix
//    onScreenPosition = qt_ProjectionMatrix * qt_ModelViewMatrix * vertex;
//onScreenPosition = cameraProjectionMatrix * qt_ModelViewMatrix * vertex;

    onScreenPosition = cameraProjectionMatrix
    * cameraModelViewMatrix
//    * qt_ModelViewMatrix
    * vertex;
    depth = onScreenPosition.z;

    gl_Position = onScreenPosition;
};