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authorAntti Määttä <antti.maatta@qt.io>2017-02-06 13:41:56 +0200
committerAntti Määttä <antti.maatta@qt.io>2017-02-28 07:05:25 +0000
commit63d417d4ee7611d6453289db62b82da9ac0a39a5 (patch)
tree170f06273325f6e04091534a0d5cf077009b3cb8 /examples/qt3d/advancedcustommaterial/shaders
parentf4601e86d20a39c9d41500bd8378e990f4739506 (diff)
Add advanced custom material example
Change-Id: I6c5ae0e29960aaab2d0babfe325a9f6483729600 Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'examples/qt3d/advancedcustommaterial/shaders')
-rw-r--r--examples/qt3d/advancedcustommaterial/shaders/es2/water.frag72
-rw-r--r--examples/qt3d/advancedcustommaterial/shaders/es2/water.vert88
-rw-r--r--examples/qt3d/advancedcustommaterial/shaders/gl3/water.frag74
-rw-r--r--examples/qt3d/advancedcustommaterial/shaders/gl3/water.vert88
4 files changed, 322 insertions, 0 deletions
diff --git a/examples/qt3d/advancedcustommaterial/shaders/es2/water.frag b/examples/qt3d/advancedcustommaterial/shaders/es2/water.frag
new file mode 100644
index 000000000..ea54a87f1
--- /dev/null
+++ b/examples/qt3d/advancedcustommaterial/shaders/es2/water.frag
@@ -0,0 +1,72 @@
+#define FP highp
+
+varying FP vec3 worldPosition;
+varying FP vec2 texCoord;
+varying FP vec2 waveTexCoord;
+varying FP vec2 movtexCoord;
+varying FP vec2 multexCoord;
+varying FP vec2 skyTexCoord;
+
+varying FP vec3 vpos;
+
+varying FP mat3 tangentMatrix;
+varying FP vec3 color;
+
+uniform FP sampler2D diffuseTexture;
+uniform FP sampler2D specularTexture;
+uniform FP sampler2D normalTexture;
+uniform FP sampler2D waveTexture;
+uniform FP sampler2D skyTexture;
+uniform FP sampler2D foamTexture;
+
+uniform FP float offsetx;
+uniform FP float offsety;
+uniform FP float specularity;
+uniform FP float waveStrenght;
+uniform FP vec3 ka;
+uniform FP vec3 specularColor;
+uniform FP float shininess;
+uniform FP float normalAmount;
+uniform FP vec3 eyePosition;
+
+#pragma include light.inc.frag
+
+void main()
+{
+ // Move waveTexCoords
+ FP vec2 waveMovCoord = waveTexCoord;
+ waveMovCoord.x += offsetx;
+ waveMovCoord.y -= offsety;
+ FP vec4 wave = texture2D(waveTexture, waveMovCoord);
+
+ //Wiggle the newCoord by r and b colors of waveTexture
+ FP 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").
+ FP vec4 diffuseTextureColor = texture2D(diffuseTexture, texCoord);
+ // 2 Animated Layers of specularTexture mixed with the newCoord
+ FP vec4 specularTextureColor = texture2D( specularTexture, multexCoord+newCoord) + (texture2D( specularTexture, movtexCoord+newCoord ));
+ // 2 Animated Layers of normalTexture mixed with the newCoord
+ FP vec3 normal = normalAmount * texture2D( normalTexture, movtexCoord+newCoord ).rgb - vec3( 1.0 )+(normalAmount * texture2D( normalTexture, multexCoord+newCoord ).rgb - vec3( 1.0 ));
+ // Animated skyTexture layer
+ FP vec4 skycolor = texture2D(skyTexture, skyTexCoord);
+ skycolor = skycolor * 0.4;
+ //Animated foamTexture layer
+ FP vec4 foamTextureColor = texture2D(foamTexture, texCoord);
+
+ // Calculate the lighting model, keeping the specular component separate
+ FP vec3 diffuseColor, specularColor;
+ adsModelNormalMapped(worldPosition, normal, eyePosition, shininess, tangentMatrix, diffuseColor, specularColor);
+
+ // Combine final fragment color
+ FP vec4 outputColor = vec4(((skycolor.rgb + ka + diffuseTextureColor.rgb * (diffuseColor))+(specularColor * specularTextureColor.a*specularity)), vpos.y );
+
+
+ outputColor += (foamTextureColor.rgba*vpos.y);
+
+ gl_FragColor = vec4(outputColor.rgb,1.0);
+}
+
diff --git a/examples/qt3d/advancedcustommaterial/shaders/es2/water.vert b/examples/qt3d/advancedcustommaterial/shaders/es2/water.vert
new file mode 100644
index 000000000..1a7d46a46
--- /dev/null
+++ b/examples/qt3d/advancedcustommaterial/shaders/es2/water.vert
@@ -0,0 +1,88 @@
+#define FP highp
+
+attribute FP vec3 vertexPosition;
+attribute FP vec3 vertexNormal;
+attribute FP vec2 vertexTexCoord;
+attribute FP vec4 vertexTangent;
+
+varying FP vec3 worldPosition;
+varying FP vec2 texCoord;
+varying FP vec2 movtexCoord;
+varying FP vec2 multexCoord;
+varying FP vec2 waveTexCoord;
+varying FP vec2 skyTexCoord;
+varying FP mat3 tangentMatrix;
+varying FP vec3 vpos;
+
+uniform FP mat4 modelMatrix;
+uniform FP mat3 modelNormalMatrix;
+uniform FP mat4 mvp;
+
+uniform FP float offsetx;
+uniform FP float offsety;
+uniform FP float vertYpos;
+uniform FP float texCoordScale;
+uniform FP float waveheight;
+uniform FP 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 * 6.0);
+ 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/2.0),texCoord.y-(offsety/2.0));
+
+ // Transform position, normal, and tangent to world coords
+ worldPosition = vec3(modelMatrix * vec4(vertexPosition, 1.0));
+ FP vec3 normal = normalize(modelNormalMatrix * vertexNormal);
+ FP vec3 tangent = normalize(vec3(modelMatrix * vec4(vertexTangent.xyz, 0.0)));
+
+ // Make the tangent truly orthogonal to the normal by using Gram-Schmidt.
+ // This allows to build the tangentMatrix below by simply transposing the
+ // tangent -> world space matrix (which would now be orthogonal)
+ tangent = normalize(tangent - dot(tangent, normal) * normal);
+
+ // 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 binormal = cross(normal, tangent) * vertexTangent.w;
+
+ // Construct matrix to transform from eye coords to tangent space
+ tangentMatrix = mat3(
+ tangent.x, binormal.x, normal.x,
+ tangent.y, binormal.y, normal.y,
+ tangent.z, binormal.z, normal.z);
+
+ // Calculate animated vertex positions
+
+ FP float sinPos = (vertexPosition.z)+(vertexPosition.x);
+ FP float sinPos2 = (vertexPosition.y/2.0)+(vertexPosition.z);
+ FP 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);
+
+ FP 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);
+}
diff --git a/examples/qt3d/advancedcustommaterial/shaders/gl3/water.frag b/examples/qt3d/advancedcustommaterial/shaders/gl3/water.frag
new file mode 100644
index 000000000..ae40bdf37
--- /dev/null
+++ b/examples/qt3d/advancedcustommaterial/shaders/gl3/water.frag
@@ -0,0 +1,74 @@
+#version 150 core
+
+in vec3 worldPosition;
+in vec2 texCoord;
+in vec2 waveTexCoord;
+in vec2 movtexCoord;
+in vec2 multexCoord;
+in vec2 skyTexCoord;
+
+in vec3 vpos;
+
+in mat3 tangentMatrix;
+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 vec3 ka;
+uniform vec3 specularColor;
+uniform float shininess;
+uniform float normalAmount;
+uniform vec3 eyePosition;
+
+out vec4 fragColor;
+
+#pragma include light.inc.frag
+
+void main()
+{
+ // Move waveTexCoords
+ vec2 waveMovCoord = waveTexCoord;
+ waveMovCoord.x += offsetx;
+ waveMovCoord.y -= offsety;
+ vec4 wave = texture2D(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 normal = 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);
+
+ // Calculate the lighting model, keeping the specular component separate
+ vec3 diffuseColor, specularColor;
+ adsModelNormalMapped(worldPosition, normal, eyePosition, shininess, tangentMatrix, diffuseColor, specularColor);
+
+ // Combine final fragment color
+ vec4 outputColor = vec4(((skycolor.rgb + ka + diffuseTextureColor.rgb * (diffuseColor))+(specularColor * specularTextureColor.a*specularity)), vpos.y );
+
+
+ outputColor += (foamTextureColor.rgba*vpos.y);
+
+ fragColor = vec4(outputColor.rgb,1.0);
+}
+
diff --git a/examples/qt3d/advancedcustommaterial/shaders/gl3/water.vert b/examples/qt3d/advancedcustommaterial/shaders/gl3/water.vert
new file mode 100644
index 000000000..a4ddcf62b
--- /dev/null
+++ b/examples/qt3d/advancedcustommaterial/shaders/gl3/water.vert
@@ -0,0 +1,88 @@
+#version 150 core
+
+in vec3 vertexPosition;
+in vec3 vertexNormal;
+in vec2 vertexTexCoord;
+in vec4 vertexTangent;
+
+out vec3 worldPosition;
+out vec2 texCoord;
+out vec2 movtexCoord;
+out vec2 multexCoord;
+out vec2 waveTexCoord;
+out vec2 skyTexCoord;
+out mat3 tangentMatrix;
+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));
+ vec3 normal = normalize(modelNormalMatrix * vertexNormal);
+ vec3 tangent = normalize(vec3(modelMatrix * vec4(vertexTangent.xyz, 0.0)));
+
+ // Make the tangent truly orthogonal to the normal by using Gram-Schmidt.
+ // This allows to build the tangentMatrix below by simply transposing the
+ // tangent -> world space matrix (which would now be orthogonal)
+ tangent = normalize(tangent - dot(tangent, normal) * normal);
+
+ // 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 binormal = cross(normal, tangent) * vertexTangent.w;
+
+ // Construct matrix to transform from eye coords to tangent space
+ tangentMatrix = mat3(
+ tangent.x, binormal.x, normal.x,
+ tangent.y, binormal.y, normal.y,
+ tangent.z, binormal.z, normal.z);
+
+ // 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);
+}