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authorAndy Nichols <andy.nichols@theqtcompany.com>2015-07-15 23:39:58 +0200
committerAndy Nichols <andy.nichols@theqtcompany.com>2015-08-08 12:55:31 +0000
commit473bd13ed373c4cc24bdd3211ee90a070a466ce2 (patch)
tree4dbfd0bc5ea908a3feb20fed8ad5242c6cef56bb /examples/qt3d/exampleresources/assets/gltf/wine/wine0VS.glsl
parenta1a7e3661bce196a633ef3edd7d905c215bf9031 (diff)
Add support for loading scenes from glTF 0.8 files
This patch includes a new scene parser plugin which enables the loading of glTF files (using the 0.8 spec) into Qt3D scenes. The gltf example has been updated to work with the current APIs and the asset files it used have been updated to match the glTF 0.8 spec requrements. Previously an unused copy of the GLTF scene parser was located in render/io. It was being built, but not used as only plugin based sceneloaders were loaded by the renderer. Now it should be usable and always available. Change-Id: Ic2e31e2b63a871559aad9bad90ec2820988a1571 Reviewed-by: Laszlo Agocs <laszlo.agocs@theqtcompany.com>
Diffstat (limited to 'examples/qt3d/exampleresources/assets/gltf/wine/wine0VS.glsl')
-rw-r--r--examples/qt3d/exampleresources/assets/gltf/wine/wine0VS.glsl23
1 files changed, 10 insertions, 13 deletions
diff --git a/examples/qt3d/exampleresources/assets/gltf/wine/wine0VS.glsl b/examples/qt3d/exampleresources/assets/gltf/wine/wine0VS.glsl
index f03b74739..cacc9ed99 100644
--- a/examples/qt3d/exampleresources/assets/gltf/wine/wine0VS.glsl
+++ b/examples/qt3d/exampleresources/assets/gltf/wine/wine0VS.glsl
@@ -1,18 +1,15 @@
-#version 150
-//precision highp float;
-
-in vec3 a_position;
-in vec3 a_normal;
-out vec3 v_normal;
+precision highp float;
+attribute vec3 a_position;
+attribute vec3 a_normal;
+varying vec3 v_normal;
uniform mat3 u_normalMatrix;
uniform mat4 u_modelViewMatrix;
uniform mat4 u_projectionMatrix;
-in vec2 a_texcoord0;
-out vec2 v_texcoord0;
-
+attribute vec2 a_texcoord0;
+varying vec2 v_texcoord0;
void main(void) {
- vec4 pos = u_modelViewMatrix * vec4(a_position,1.0);
- v_normal = normalize(u_normalMatrix * a_normal);
- v_texcoord0 = a_texcoord0;
- gl_Position = u_projectionMatrix * pos;
+vec4 pos = u_modelViewMatrix * vec4(a_position,1.0);
+v_normal = u_normalMatrix * a_normal;
+v_texcoord0 = a_texcoord0;
+gl_Position = u_projectionMatrix * pos;
}