/**************************************************************************** ** ** Copyright (C) 2015 QUIt Coding Ltd. ** Contact: info@quitcoding.com ** ** This file is part of Cinematic 3D, a Qt3D demo application. ** ** $QT_BEGIN_LICENSE:BSD$ ** 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 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." ** ** $QT_END_LICENSE$ ** ****************************************************************************/ import Qt3D.Render 2.0 ShaderProgram { vertexShaderCode: " attribute highp vec4 vertexPosition; attribute highp vec3 vertexNormal; attribute highp vec2 vertexTexCoord; varying highp vec2 texCoord; varying highp float w1; varying highp float w2; varying highp float w3; varying highp float w4; uniform highp mat4 mvp; void main() { texCoord = vec2(vertexTexCoord.s, 1. - vertexTexCoord.t); w1 = w2 = w3 = w4 = 0.; if (vertexNormal.x > 0.) { w1 = 1.; texCoord = vec2(texCoord.t, 1. - texCoord.s); } else if (vertexNormal.z > 0.) { w2 = 1.; } else if (vertexNormal.x < 0.) { w3 = 1.; texCoord = vec2(1. - texCoord.t, 1. - texCoord.s); } else if (vertexNormal.z < 0.) { w4 = 1.; texCoord = vec2(1. - texCoord.s, texCoord.t); } gl_Position = mvp * vertexPosition; } " fragmentShaderCode: " varying highp vec2 texCoord; varying highp float w1; varying highp float w2; varying highp float w3; varying highp float w4; uniform sampler2D tex1; uniform sampler2D tex2; uniform sampler2D tex3; uniform sampler2D tex4; void main() { highp vec4 color = w1 * texture2D(tex1, texCoord); color += w2 * texture2D(tex2, texCoord); color += w3 * texture2D(tex3, texCoord); color += w4 * texture2D(tex4, texCoord); color += (1.0 - color.a) * vec4(0.3, 0.3, 0.3, 1.0); gl_FragColor = color; } " }