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/****************************************************************************
**
** 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."
**
** $QT_END_LICENSE$
**
****************************************************************************/

#define FP highp

FP mat3 transpose(const in FP mat3 inputMatrix)
{
    FP vec3 i0 = inputMatrix[0];
    FP vec3 i1 = inputMatrix[1];
    FP vec3 i2 = inputMatrix[2];

    FP mat3 outputMatrix = mat3(
        vec3(i0.x, i1.x, i2.x),
        vec3(i0.y, i1.y, i2.y),
        vec3(i0.z, i1.z, i2.z)
    );

    return outputMatrix;
}

FP mat3 calcWorldSpaceToTangentSpaceMatrix(const in FP vec3 wNormal, const in FP 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)
    FP 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.
    FP 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
    FP mat3 tangentToWorldMatrix = mat3(wFixedTangent, wBinormal, wNormal);
    FP mat3 worldToTangentMatrix = transpose(tangentToWorldMatrix);
    return worldToTangentMatrix;
}