1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
|
/****************************************************************************
**
** 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
import Qt3D.Extras 2.0
ShaderProgram {
vertexShaderCode: "
attribute highp vec4 vertexPosition;
attribute highp vec3 vertexNormal;
attribute highp vec2 vertexTexCoord;
varying highp vec2 texCoord;
varying highp vec3 normal;
varying highp vec3 viewDirection;
varying highp float w1;
varying highp float w2;
varying highp float w3;
varying highp float w4;
uniform highp mat4 mvp;
uniform highp mat4 modelMatrix;
uniform highp vec3 cameraPosition;
void main()
{
normal = (modelMatrix * vec4(vertexNormal, 0)).xyz;
viewDirection = vec3(modelMatrix * vertexPosition) - cameraPosition;
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 vec3 normal;
varying highp vec3 viewDirection;
varying highp vec2 texCoord;
varying highp float w1;
varying highp float w2;
varying highp float w3;
varying highp float w4;
uniform samplerCube skyboxTexture;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform sampler2D tex3;
uniform sampler2D tex4;
void main()
{
highp vec3 reflectedDirection = reflect(viewDirection, normalize(normal));
highp vec4 color = w1 * texture2D(tex1, texCoord);
color += w2 * texture2D(tex2, texCoord);
color += w3 * texture2D(tex3, texCoord);
color += w4 * texture2D(tex4, texCoord);
highp float shininess = 0.6 - color.a * 0.5;
color += (1.0 - color.a) * vec4(0.2, 0.2, 0.2, 1.0);
gl_FragColor = vec4(mix(color.rgb, textureCube(skyboxTexture, reflectedDirection).rgb, shininess), 1.0);
}
"
}
|