diff options
author | Andy Nichols <andy.nichols@theqtcompany.com> | 2015-07-15 23:39:58 +0200 |
---|---|---|
committer | Andy Nichols <andy.nichols@theqtcompany.com> | 2015-08-08 12:55:31 +0000 |
commit | 473bd13ed373c4cc24bdd3211ee90a070a466ce2 (patch) | |
tree | 4dbfd0bc5ea908a3feb20fed8ad5242c6cef56bb /examples/qt3d/exampleresources/assets/gltf/wine/wine2FS.glsl | |
parent | a1a7e3661bce196a633ef3edd7d905c215bf9031 (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/wine2FS.glsl')
-rw-r--r-- | examples/qt3d/exampleresources/assets/gltf/wine/wine2FS.glsl | 25 |
1 files changed, 6 insertions, 19 deletions
diff --git a/examples/qt3d/exampleresources/assets/gltf/wine/wine2FS.glsl b/examples/qt3d/exampleresources/assets/gltf/wine/wine2FS.glsl index 72192fee4..b41a6d5fc 100644 --- a/examples/qt3d/exampleresources/assets/gltf/wine/wine2FS.glsl +++ b/examples/qt3d/exampleresources/assets/gltf/wine/wine2FS.glsl @@ -1,21 +1,8 @@ -#version 150 -//precision highp float; - -in vec3 v_normal; -uniform vec4 u_ambient; -uniform vec4 u_diffuse; -uniform float u_transparency; -out vec4 fragColor; - +precision highp float; void main(void) { - vec3 normal = normalize(v_normal); - vec4 color = vec4(0., 0., 0., 0.); - vec4 diffuse = vec4(0., 0., 0., 1.); - vec4 ambient; - ambient = u_ambient; - diffuse = u_diffuse; - diffuse.xyz *= max(dot(normal,vec3(0.,0.,1.)), 0.); - color.xyz += diffuse.xyz; - color = vec4(color.rgb * diffuse.a, diffuse.a * u_transparency); - fragColor = color; +vec4 color = vec4(0., 0., 0., 0.); +vec4 diffuse = vec4(0., 0., 0., 1.); +color.xyz += diffuse.xyz; +color = vec4(color.rgb * diffuse.a, diffuse.a); +gl_FragColor = color; } |