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-rw-r--r--basicsuite/advancedcustommaterial/shaders/gl3/coordinatesystems.inc70
-rw-r--r--basicsuite/advancedcustommaterial/shaders/gl3/light.inc.frag25
-rw-r--r--basicsuite/advancedcustommaterial/shaders/gl3/phong.inc.frag138
-rw-r--r--basicsuite/advancedcustommaterial/shaders/gl3/water.frag79
-rw-r--r--basicsuite/advancedcustommaterial/shaders/gl3/water.vert73
5 files changed, 385 insertions, 0 deletions
diff --git a/basicsuite/advancedcustommaterial/shaders/gl3/coordinatesystems.inc b/basicsuite/advancedcustommaterial/shaders/gl3/coordinatesystems.inc
new file mode 100644
index 0000000..ed3d2cb
--- /dev/null
+++ b/basicsuite/advancedcustommaterial/shaders/gl3/coordinatesystems.inc
@@ -0,0 +1,70 @@
+/****************************************************************************
+**
+** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
+** 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."
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+mat3 calcWorldSpaceToTangentSpaceMatrix(const in vec3 wNormal, const in vec4 wTangent)
+{
+ // Make the tangent truly orthogonal to the normal by using Gram-Schmidt.
+ // This allows to build the tangentMatrix below by simply transposing the
+ // tangent -> eyespace matrix (which would now be orthogonal)
+ vec3 wFixedTangent = normalize(wTangent.xyz - dot(wTangent.xyz, wNormal) * wNormal);
+
+ // Calculate binormal vector. No "real" need to renormalize it,
+ // as built by crossing two normal vectors.
+ // To orient the binormal correctly, use the fourth coordinate of the tangent,
+ // which is +1 for a right hand system, and -1 for a left hand system.
+ vec3 wBinormal = cross(wNormal, wFixedTangent.xyz) * wTangent.w;
+
+ // Construct matrix to transform from world space to tangent space
+ // This is the transpose of the tangentToWorld transformation matrix
+ mat3 tangentToWorldMatrix = mat3(wFixedTangent, wBinormal, wNormal);
+ mat3 worldToTangentMatrix = transpose(tangentToWorldMatrix);
+ return worldToTangentMatrix;
+}
+
diff --git a/basicsuite/advancedcustommaterial/shaders/gl3/light.inc.frag b/basicsuite/advancedcustommaterial/shaders/gl3/light.inc.frag
new file mode 100644
index 0000000..0b64263
--- /dev/null
+++ b/basicsuite/advancedcustommaterial/shaders/gl3/light.inc.frag
@@ -0,0 +1,25 @@
+const int MAX_LIGHTS = 8;
+const int TYPE_POINT = 0;
+const int TYPE_DIRECTIONAL = 1;
+const int TYPE_SPOT = 2;
+struct Light {
+ int type;
+ vec3 position;
+ vec3 color;
+ float intensity;
+ vec3 direction;
+ float constantAttenuation;
+ float linearAttenuation;
+ float quadraticAttenuation;
+ float cutOffAngle;
+};
+uniform Light lights[MAX_LIGHTS];
+uniform int lightCount;
+
+// Pre-convolved environment maps
+struct EnvironmentLight {
+ samplerCube irradiance; // For diffuse contribution
+ samplerCube specular; // For specular contribution
+};
+uniform EnvironmentLight envLight;
+uniform int envLightCount = 0;
diff --git a/basicsuite/advancedcustommaterial/shaders/gl3/phong.inc.frag b/basicsuite/advancedcustommaterial/shaders/gl3/phong.inc.frag
new file mode 100644
index 0000000..47a6ecd
--- /dev/null
+++ b/basicsuite/advancedcustommaterial/shaders/gl3/phong.inc.frag
@@ -0,0 +1,138 @@
+/****************************************************************************
+**
+** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
+** 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."
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#pragma include light.inc.frag
+
+void adsModel(const in vec3 worldPos,
+ const in vec3 worldNormal,
+ const in vec3 worldView,
+ const in float shininess,
+ out vec3 diffuseColor,
+ out vec3 specularColor)
+{
+ diffuseColor = vec3(0.0);
+ specularColor = vec3(0.0);
+
+ // We perform all work in world space
+ vec3 n = normalize(worldNormal);
+ vec3 s = vec3(0.0);
+
+ for (int i = 0; i < lightCount; ++i) {
+ float att = 1.0;
+ float sDotN = 0.0;
+
+ if (lights[i].type != TYPE_DIRECTIONAL) {
+ // Point and Spot lights
+
+ // Light position is already in world space
+ vec3 sUnnormalized = lights[i].position - worldPos;
+ s = normalize(sUnnormalized); // Light direction
+
+ // Calculate the attenuation factor
+ sDotN = dot(s, n);
+ if (sDotN > 0.0) {
+ if (lights[i].constantAttenuation != 0.0
+ || lights[i].linearAttenuation != 0.0
+ || lights[i].quadraticAttenuation != 0.0) {
+ float dist = length(sUnnormalized);
+ att = 1.0 / (lights[i].constantAttenuation +
+ lights[i].linearAttenuation * dist +
+ lights[i].quadraticAttenuation * dist * dist);
+ }
+
+ // The light direction is in world space already
+ if (lights[i].type == TYPE_SPOT) {
+ // Check if fragment is inside or outside of the spot light cone
+ if (degrees(acos(dot(-s, lights[i].direction))) > lights[i].cutOffAngle)
+ sDotN = 0.0;
+ }
+ }
+ } else {
+ // Directional lights
+ // The light direction is in world space already
+ s = normalize(-lights[i].direction);
+ sDotN = dot(s, n);
+ }
+
+ // Calculate the diffuse factor
+ float diffuse = max(sDotN, 0.0);
+
+ // Calculate the specular factor
+ float specular = 0.0;
+ if (diffuse > 0.0 && shininess > 0.0) {
+ float normFactor = (shininess + 2.0) / 2.0;
+ vec3 r = reflect(-s, n); // Reflection direction in world space
+ specular = normFactor * pow(max(dot(r, worldView), 0.0), shininess);
+ }
+
+ // Accumulate the diffuse and specular contributions
+ diffuseColor += att * lights[i].intensity * diffuse * lights[i].color;
+ specularColor += att * lights[i].intensity * specular * lights[i].color;
+ }
+}
+
+vec4 phongFunction(const in vec4 ambient,
+ const in vec4 diffuse,
+ const in vec4 specular,
+ const in float shininess,
+ const in vec3 worldPosition,
+ const in vec3 worldView,
+ const in vec3 worldNormal)
+{
+ // Calculate the lighting model, keeping the specular component separate
+ vec3 diffuseColor, specularColor;
+ adsModel(worldPosition, worldNormal, worldView, shininess, diffuseColor, specularColor);
+
+ // Combine spec with ambient+diffuse for final fragment color
+ vec3 color = (ambient.rgb + diffuseColor) * diffuse.rgb
+ + specularColor * specular.rgb;
+
+ return vec4(color, diffuse.a);
+}
diff --git a/basicsuite/advancedcustommaterial/shaders/gl3/water.frag b/basicsuite/advancedcustommaterial/shaders/gl3/water.frag
new file mode 100644
index 0000000..6e97223
--- /dev/null
+++ b/basicsuite/advancedcustommaterial/shaders/gl3/water.frag
@@ -0,0 +1,79 @@
+#version 150 core
+
+in vec3 worldPosition;
+in vec3 worldNormal;
+in vec4 worldTangent;
+in vec2 texCoord;
+in vec2 waveTexCoord;
+in vec2 movtexCoord;
+in vec2 multexCoord;
+in vec2 skyTexCoord;
+
+in vec3 vpos;
+
+in vec3 color;
+
+uniform sampler2D diffuseTexture;
+uniform sampler2D specularTexture;
+uniform sampler2D normalTexture;
+uniform sampler2D waveTexture;
+uniform sampler2D skyTexture;
+uniform sampler2D foamTexture;
+
+uniform float offsetx;
+uniform float offsety;
+uniform float specularity;
+uniform float waveStrenght;
+uniform vec4 ka;
+uniform vec3 specularColor;
+uniform float shininess;
+uniform float normalAmount;
+uniform vec3 eyePosition;
+
+out vec4 fragColor;
+
+#pragma include phong.inc.frag
+#pragma include coordinatesystems.inc
+
+void main()
+{
+ // Move waveTexCoords
+ vec2 waveMovCoord = waveTexCoord;
+ waveMovCoord.x += offsetx;
+ waveMovCoord.y -= offsety;
+ vec4 wave = texture(waveTexture, waveMovCoord);
+
+ //Wiggle the newCoord by r and b colors of waveTexture
+ vec2 newCoord = texCoord;
+ newCoord.x += wave.r * waveStrenght;
+ newCoord.y -= wave.b * waveStrenght;
+
+ // Sample the textures at the interpolated texCoords
+ // Use default texCoord for diffuse (it does not move on x or y, so it can be used as "ground under the water").
+ vec4 diffuseTextureColor = texture(diffuseTexture, texCoord);
+ // 2 Animated Layers of specularTexture mixed with the newCoord
+ vec4 specularTextureColor = texture( specularTexture, multexCoord+newCoord) + (texture( specularTexture, movtexCoord+newCoord ));
+ // 2 Animated Layers of normalTexture mixed with the newCoord
+ vec3 tNormal = normalAmount * texture( normalTexture, movtexCoord+newCoord ).rgb - vec3( 1.0 )+(normalAmount * texture( normalTexture, multexCoord+newCoord ).rgb - vec3( 1.0 ));
+ // Animated skyTexture layer
+ vec4 skycolor = texture(skyTexture, skyTexCoord);
+ skycolor = skycolor * 0.4;
+ //Animated foamTexture layer
+ vec4 foamTextureColor = texture(foamTexture, texCoord);
+
+ mat3 tangentMatrix = calcWorldSpaceToTangentSpaceMatrix(worldNormal, worldTangent);
+ mat3 invertTangentMatrix = transpose(tangentMatrix);
+
+ vec3 wNormal = normalize(invertTangentMatrix * tNormal);
+ vec3 worldView = normalize(eyePosition - worldPosition);
+
+ vec4 diffuse = vec4(diffuseTextureColor.rgb, vpos.y);
+ vec4 specular = vec4(specularTextureColor.a*specularity);
+ vec4 outputColor = phongFunction(ka, diffuse, specular, shininess, worldPosition, worldView, wNormal);
+
+ outputColor += vec4(skycolor.rgb, vpos.y);
+ outputColor += (foamTextureColor.rgba*vpos.y);
+
+ fragColor = vec4(outputColor.rgb,1.0);
+}
+
diff --git a/basicsuite/advancedcustommaterial/shaders/gl3/water.vert b/basicsuite/advancedcustommaterial/shaders/gl3/water.vert
new file mode 100644
index 0000000..3af37e9
--- /dev/null
+++ b/basicsuite/advancedcustommaterial/shaders/gl3/water.vert
@@ -0,0 +1,73 @@
+#version 150 core
+
+in vec3 vertexPosition;
+in vec3 vertexNormal;
+in vec2 vertexTexCoord;
+in vec4 vertexTangent;
+
+out vec3 worldPosition;
+out vec3 worldNormal;
+out vec4 worldTangent;
+out vec2 texCoord;
+out vec2 movtexCoord;
+out vec2 multexCoord;
+out vec2 waveTexCoord;
+out vec2 skyTexCoord;
+out vec3 vpos;
+
+uniform mat4 modelMatrix;
+uniform mat3 modelNormalMatrix;
+uniform mat4 mvp;
+
+uniform float offsetx;
+uniform float offsety;
+uniform float vertYpos;
+uniform float texCoordScale;
+uniform float waveheight;
+uniform float waveRandom;
+
+
+void main()
+{
+ // Scale texture coordinates for for fragment shader
+ texCoord = vertexTexCoord * texCoordScale;
+ movtexCoord = vertexTexCoord * texCoordScale;
+ multexCoord = vertexTexCoord * (texCoordScale*0.5);
+ waveTexCoord = vertexTexCoord * (texCoordScale * 6);
+ skyTexCoord = vertexTexCoord * (texCoordScale * 0.2);
+
+ // Add Animated x and y Offset to SKY, MOV and MUL texCoords
+ movtexCoord = vec2(texCoord.x+offsetx,texCoord.y+offsety);
+ multexCoord = vec2(texCoord.x-offsetx,texCoord.y+offsety);
+ skyTexCoord = vec2(texCoord.x-(offsetx/2),texCoord.y-(offsety/2));
+
+ // Transform position, normal, and tangent to world coords
+ worldPosition = vec3(modelMatrix * vec4(vertexPosition, 1.0));
+ worldNormal = normalize(modelNormalMatrix * vertexNormal);
+ worldTangent.xyz = normalize(vec3(modelMatrix * vec4(vertexTangent.xyz, 0.0)));
+ worldTangent.w = vertexTangent.w;
+
+ // Calculate animated vertex positions
+
+ float sinPos = (vertexPosition.z)+(vertexPosition.x);
+ float sinPos2 = (vertexPosition.y/2)+(vertexPosition.z);
+ vec3 vertMod = vec3(vertexPosition.x,vertexPosition.y,vertexPosition.z);
+
+ vertMod = vec3(vertMod.x+=sin(vertYpos*2.2-sinPos2)*waveheight,
+ vertMod.y=sin(vertYpos*2.2+sinPos)*waveheight,
+ vertMod.z-=sin(vertYpos*2.2-cos(sinPos2))*waveheight);
+
+ vec3 vertModCom = vec3(vertMod.x+=cos(vertYpos*2.2-cos(sinPos2))*waveheight,
+ vertMod.y=sin(vertYpos*2.2+cos(sinPos))*waveheight,
+ vertMod.z-=cos(vertYpos*2.2-cos(sinPos))*waveheight);
+
+
+ // Add wave animation only to vertices above world pos.y zero
+ if(vertexPosition.y < 0.0){vertModCom = vertexPosition;}
+ else{vertModCom = vertModCom;}
+
+ vpos = vertModCom;
+
+ // Calculate vertex position in clip coordinates
+ gl_Position = mvp * vec4(vertModCom, 1.0);
+}