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authorTomi Korpipää <tomi.korpipaa@theqtcompany.com>2015-06-29 07:30:09 +0300
committerTomi Korpipää <tomi.korpipaa@theqtcompany.com>2015-06-29 06:29:27 +0000
commit1148887340389dad57bab066b06d2d0e9eacceae (patch)
tree5a933830ff5f915e92ea0c8092fd23f0402a0aaa /examples/qt3d/planets-qml/shaders
parent56aaa976625a2cd337ccf24b29ae563dc8292778 (diff)
Fixed planets-qml after 5.5.0 -> 5.5 merge
Change-Id: Ib4bf6b5b90b633903037084daeb70799da23f30b Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Diffstat (limited to 'examples/qt3d/planets-qml/shaders')
-rw-r--r--examples/qt3d/planets-qml/shaders/gl3/planetD.frag4
-rw-r--r--examples/qt3d/planets-qml/shaders/gl3/planetDS.frag4
-rw-r--r--examples/qt3d/planets-qml/shaders/planetD.frag105
-rw-r--r--examples/qt3d/planets-qml/shaders/planetD.vert71
-rw-r--r--examples/qt3d/planets-qml/shaders/planetDB.frag107
-rw-r--r--examples/qt3d/planets-qml/shaders/planetDB.vert96
-rw-r--r--examples/qt3d/planets-qml/shaders/planetDS.frag104
-rw-r--r--examples/qt3d/planets-qml/shaders/planetDSB.frag110
-rw-r--r--examples/qt3d/planets-qml/shaders/shadowmap.frag41
-rw-r--r--examples/qt3d/planets-qml/shaders/shadowmap.vert46
10 files changed, 2 insertions, 686 deletions
diff --git a/examples/qt3d/planets-qml/shaders/gl3/planetD.frag b/examples/qt3d/planets-qml/shaders/gl3/planetD.frag
index 62d941d25..74da1f37a 100644
--- a/examples/qt3d/planets-qml/shaders/gl3/planetD.frag
+++ b/examples/qt3d/planets-qml/shaders/gl3/planetD.frag
@@ -93,9 +93,7 @@ void main()
float shadowMapSample = textureProj(shadowMapTexture, positionInLightSpace);
- vec3 ambient = lightIntensity * ka * texture(diffuseTexture, flipYTexCoord).rgb;
-
- vec3 result = ambient;
+ vec3 result = lightIntensity * ka * texture(diffuseTexture, flipYTexCoord).rgb;
if (shadowMapSample > 0)
result = dModel(flipYTexCoord);
diff --git a/examples/qt3d/planets-qml/shaders/gl3/planetDS.frag b/examples/qt3d/planets-qml/shaders/gl3/planetDS.frag
index 2a1b78bfa..03922362f 100644
--- a/examples/qt3d/planets-qml/shaders/gl3/planetDS.frag
+++ b/examples/qt3d/planets-qml/shaders/gl3/planetDS.frag
@@ -94,9 +94,7 @@ void main()
float shadowMapSample = textureProj(shadowMapTexture, positionInLightSpace);
- vec3 ambient = lightIntensity * ka * texture(diffuseTexture, flipYTexCoord).rgb;
-
- vec3 result = ambient;
+ vec3 result = lightIntensity * ka * texture(diffuseTexture, flipYTexCoord).rgb;
if (shadowMapSample > 0)
result = dsModel(flipYTexCoord);
diff --git a/examples/qt3d/planets-qml/shaders/planetD.frag b/examples/qt3d/planets-qml/shaders/planetD.frag
deleted file mode 100644
index 62d941d25..000000000
--- a/examples/qt3d/planets-qml/shaders/planetD.frag
+++ /dev/null
@@ -1,105 +0,0 @@
-/****************************************************************************
-**
-** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
-** Copyright (C) 2015 The Qt Company Ltd.
-** Contact: http://www.qt.io/licensing/
-**
-** This file is part of the Qt3D module of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:LGPL3$
-** Commercial License Usage
-** Licensees holding valid commercial Qt licenses may use this file in
-** accordance with the commercial license agreement provided with the
-** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and The Qt Company. For licensing terms
-** and conditions see http://www.qt.io/terms-conditions. For further
-** information use the contact form at http://www.qt.io/contact-us.
-**
-** GNU Lesser General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU Lesser
-** General Public License version 3 as published by the Free Software
-** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file. Please review the following information to
-** ensure the GNU Lesser General Public License version 3 requirements
-** will be met: https://www.gnu.org/licenses/lgpl.html.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free
-** Software Foundation and appearing in the file LICENSE.GPL included in
-** the packaging of this file. Please review the following information to
-** ensure the GNU General Public License version 2.0 requirements will be
-** met: http://www.gnu.org/licenses/gpl-2.0.html.
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-#version 150 core
-
-uniform mat4 viewMatrix;
-
-uniform vec3 lightPosition;
-uniform vec3 lightIntensity;
-
-uniform vec3 ka; // Ambient reflectivity
-uniform vec3 ks; // Specular reflectivity
-uniform float shininess; // Specular shininess factor
-uniform float opacity; // Alpha channel
-
-uniform sampler2D diffuseTexture;
-
-uniform sampler2DShadow shadowMapTexture;
-
-in vec4 positionInLightSpace;
-
-in vec3 position;
-in vec3 normal;
-in vec2 texCoord;
-
-out vec4 fragColor;
-
-vec3 dModel(const in vec2 flipYTexCoord)
-{
- // Calculate the vector from the light to the fragment
- vec3 s = normalize(vec3(viewMatrix * vec4(lightPosition, 1.0)) - position);
-
- // Calculate the vector from the fragment to the eye position
- // (origin since this is in "eye" or "camera" space)
- vec3 v = normalize(-position);
-
- // Reflect the light beam using the normal at this fragment
- vec3 r = reflect(-s, normal);
-
- // Calculate the diffuse component
- float diffuse = max(dot(s, normal), 0.0);
-
- // Calculate the specular component
- float specular = 0.0;
- if (dot(s, normal) > 0.0)
- specular = (shininess / (8.0 * 3.14)) * pow(max(dot(r, v), 0.0), shininess);
-
- // Lookup diffuse and specular factors
- vec3 diffuseColor = texture(diffuseTexture, flipYTexCoord).rgb;
-
- // Combine the ambient, diffuse and specular contributions
- return lightIntensity * ((ka + diffuse) * diffuseColor + specular * ks);
-}
-
-void main()
-{
- vec2 flipYTexCoord = texCoord;
- flipYTexCoord.y = 1.0 - texCoord.y;
-
- float shadowMapSample = textureProj(shadowMapTexture, positionInLightSpace);
-
- vec3 ambient = lightIntensity * ka * texture(diffuseTexture, flipYTexCoord).rgb;
-
- vec3 result = ambient;
- if (shadowMapSample > 0)
- result = dModel(flipYTexCoord);
-
- float alpha = opacity * texture(diffuseTexture, flipYTexCoord).a;
-
- fragColor = vec4(result, alpha);
-}
diff --git a/examples/qt3d/planets-qml/shaders/planetD.vert b/examples/qt3d/planets-qml/shaders/planetD.vert
deleted file mode 100644
index 41a1db6e4..000000000
--- a/examples/qt3d/planets-qml/shaders/planetD.vert
+++ /dev/null
@@ -1,71 +0,0 @@
-/****************************************************************************
-**
-** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
-** Copyright (C) 2015 The Qt Company Ltd.
-** Contact: http://www.qt.io/licensing/
-**
-** This file is part of the Qt3D module of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:LGPL3$
-** Commercial License Usage
-** Licensees holding valid commercial Qt licenses may use this file in
-** accordance with the commercial license agreement provided with the
-** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and The Qt Company. For licensing terms
-** and conditions see http://www.qt.io/terms-conditions. For further
-** information use the contact form at http://www.qt.io/contact-us.
-**
-** GNU Lesser General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU Lesser
-** General Public License version 3 as published by the Free Software
-** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file. Please review the following information to
-** ensure the GNU Lesser General Public License version 3 requirements
-** will be met: https://www.gnu.org/licenses/lgpl.html.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free
-** Software Foundation and appearing in the file LICENSE.GPL included in
-** the packaging of this file. Please review the following information to
-** ensure the GNU General Public License version 2.0 requirements will be
-** met: http://www.gnu.org/licenses/gpl-2.0.html.
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-#version 150 core
-
-in vec3 vertexPosition;
-in vec3 vertexNormal;
-in vec2 vertexTexCoord;
-
-out vec4 positionInLightSpace;
-out vec3 position;
-out vec3 normal;
-out vec2 texCoord;
-
-uniform mat4 lightViewProjection;
-uniform mat4 modelMatrix;
-uniform mat4 modelView;
-uniform mat3 modelViewNormal;
-uniform mat4 mvp;
-
-uniform float texCoordScale;
-
-void main()
-{
- const mat4 shadowMatrix = mat4(0.5, 0.0, 0.0, 0.0,
- 0.0, 0.5, 0.0, 0.0,
- 0.0, 0.0, 0.5, 0.0,
- 0.5, 0.5, 0.5, 1.0);
-
- positionInLightSpace = shadowMatrix * lightViewProjection * modelMatrix * vec4(vertexPosition, 1.0);
-
- texCoord = vertexTexCoord * texCoordScale;
- normal = normalize(modelViewNormal * vertexNormal);
- position = vec3(modelView * vec4(vertexPosition, 1.0));
-
- gl_Position = mvp * vec4(vertexPosition, 1.0);
-}
diff --git a/examples/qt3d/planets-qml/shaders/planetDB.frag b/examples/qt3d/planets-qml/shaders/planetDB.frag
deleted file mode 100644
index bf53a127b..000000000
--- a/examples/qt3d/planets-qml/shaders/planetDB.frag
+++ /dev/null
@@ -1,107 +0,0 @@
-/****************************************************************************
-**
-** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
-** Copyright (C) 2015 The Qt Company Ltd.
-** Contact: http://www.qt.io/licensing/
-**
-** This file is part of the Qt3D module of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:LGPL3$
-** Commercial License Usage
-** Licensees holding valid commercial Qt licenses may use this file in
-** accordance with the commercial license agreement provided with the
-** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and The Qt Company. For licensing terms
-** and conditions see http://www.qt.io/terms-conditions. For further
-** information use the contact form at http://www.qt.io/contact-us.
-**
-** GNU Lesser General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU Lesser
-** General Public License version 3 as published by the Free Software
-** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file. Please review the following information to
-** ensure the GNU Lesser General Public License version 3 requirements
-** will be met: https://www.gnu.org/licenses/lgpl.html.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free
-** Software Foundation and appearing in the file LICENSE.GPL included in
-** the packaging of this file. Please review the following information to
-** ensure the GNU General Public License version 2.0 requirements will be
-** met: http://www.gnu.org/licenses/gpl-2.0.html.
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-#version 150 core
-
-uniform mat4 viewMatrix;
-
-uniform vec3 lightPosition;
-uniform vec3 lightIntensity;
-
-uniform vec3 ka; // Ambient reflectivity
-uniform vec3 ks; // Specular reflectivity
-uniform float shininess; // Specular shininess factor
-uniform float opacity; // Alpha channel
-
-uniform sampler2D diffuseTexture;
-uniform sampler2D normalTexture;
-
-uniform sampler2DShadow shadowMapTexture;
-
-in vec4 positionInLightSpace;
-
-in vec3 lightDir;
-in vec3 viewDir;
-in vec2 texCoord;
-
-out vec4 fragColor;
-
-void dbModel(const in vec3 norm, const in vec2 flipYTexCoord, out vec3 ambientAndDiff, out vec3 spec)
-{
- // Reflection of light direction about normal
- vec3 r = reflect(-lightDir, norm);
-
- vec3 diffuseColor = texture(diffuseTexture, flipYTexCoord).rgb;
-
- // Calculate the ambient contribution
- vec3 ambient = lightIntensity * ka * diffuseColor;
-
- // Calculate the diffuse contribution
- float sDotN = max(dot(lightDir, norm), 0.0);
- vec3 diffuse = lightIntensity * diffuseColor * sDotN;
-
- // Sum the ambient and diffuse contributions
- ambientAndDiff = ambient + diffuse;
-
- // Calculate the specular highlight contribution
- spec = vec3(0.0);
- if (sDotN > 0.0)
- spec = (lightIntensity * ks) * pow(max(dot(r, viewDir), 0.0), shininess);
-}
-
-void main()
-{
- vec2 flipYTexCoord = texCoord;
- flipYTexCoord.y = 1.0 - texCoord.y;
-
- float shadowMapSample = textureProj(shadowMapTexture, positionInLightSpace);
-
- // Sample the textures at the interpolated texCoords
- vec4 normal = 2.0 * texture(normalTexture, flipYTexCoord) - vec4(1.0);
-
- vec3 result = lightIntensity * ka * texture(diffuseTexture, flipYTexCoord).rgb;
-
- // Calculate the lighting model, keeping the specular component separate
- vec3 ambientAndDiff, spec;
- if (shadowMapSample > 0) {
- dbModel(normalize(normal.xyz), flipYTexCoord, ambientAndDiff, spec);
- result = ambientAndDiff + spec;
- }
-
- // Combine spec with ambient+diffuse for final fragment color
- fragColor = vec4(result, opacity);
-}
diff --git a/examples/qt3d/planets-qml/shaders/planetDB.vert b/examples/qt3d/planets-qml/shaders/planetDB.vert
deleted file mode 100644
index e30394aa3..000000000
--- a/examples/qt3d/planets-qml/shaders/planetDB.vert
+++ /dev/null
@@ -1,96 +0,0 @@
-/****************************************************************************
-**
-** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
-** Copyright (C) 2015 The Qt Company Ltd.
-** Contact: http://www.qt.io/licensing/
-**
-** This file is part of the Qt3D module of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:LGPL3$
-** Commercial License Usage
-** Licensees holding valid commercial Qt licenses may use this file in
-** accordance with the commercial license agreement provided with the
-** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and The Qt Company. For licensing terms
-** and conditions see http://www.qt.io/terms-conditions. For further
-** information use the contact form at http://www.qt.io/contact-us.
-**
-** GNU Lesser General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU Lesser
-** General Public License version 3 as published by the Free Software
-** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file. Please review the following information to
-** ensure the GNU Lesser General Public License version 3 requirements
-** will be met: https://www.gnu.org/licenses/lgpl.html.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free
-** Software Foundation and appearing in the file LICENSE.GPL included in
-** the packaging of this file. Please review the following information to
-** ensure the GNU General Public License version 2.0 requirements will be
-** met: http://www.gnu.org/licenses/gpl-2.0.html.
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-#version 150 core
-
-in vec3 vertexPosition;
-in vec3 vertexNormal;
-in vec2 vertexTexCoord;
-in vec4 vertexTangent;
-
-out vec4 positionInLightSpace;
-out vec3 lightDir;
-out vec3 viewDir;
-out vec2 texCoord;
-
-uniform mat4 viewMatrix;
-uniform mat4 lightViewProjection;
-uniform mat4 modelMatrix;
-uniform mat4 modelView;
-uniform mat3 modelViewNormal;
-uniform mat4 mvp;
-
-uniform float texCoordScale;
-
-uniform vec3 lightPosition;
-
-void main()
-{
- const mat4 shadowMatrix = mat4(0.5, 0.0, 0.0, 0.0,
- 0.0, 0.5, 0.0, 0.0,
- 0.0, 0.0, 0.5, 0.0,
- 0.5, 0.5, 0.5, 1.0);
-
- positionInLightSpace = shadowMatrix * lightViewProjection * modelMatrix * vec4(vertexPosition, 1.0);
-
- // Pass through texture coordinates
- texCoord = vertexTexCoord * texCoordScale;
-
- // Transform position, normal, and tangent to eye coords
- vec3 normal = normalize(modelViewNormal * vertexNormal);
- vec3 tangent = normalize(modelViewNormal * vertexTangent.xyz);
- vec3 position = vec3(modelView * vec4(vertexPosition, 1.0));
-
- // Calculate binormal vector
- vec3 binormal = normalize(cross(normal, tangent));
-
- // Construct matrix to transform from eye coords to tangent space
- mat3 tangentMatrix = mat3 (
- tangent.x, binormal.x, normal.x,
- tangent.y, binormal.y, normal.y,
- tangent.z, binormal.z, normal.z);
-
- // Transform light direction and view direction to tangent space
- vec3 s = lightPosition - position;
- lightDir = normalize(tangentMatrix * vec3(viewMatrix * vec4(s, 1.0)));
-
- vec3 v = -position;
- viewDir = normalize(tangentMatrix * v);
-
- // Calculate vertex position in clip coordinates
- gl_Position = mvp * vec4(vertexPosition, 1.0);
-}
diff --git a/examples/qt3d/planets-qml/shaders/planetDS.frag b/examples/qt3d/planets-qml/shaders/planetDS.frag
deleted file mode 100644
index 2a1b78bfa..000000000
--- a/examples/qt3d/planets-qml/shaders/planetDS.frag
+++ /dev/null
@@ -1,104 +0,0 @@
-/****************************************************************************
-**
-** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
-** Copyright (C) 2015 The Qt Company Ltd.
-** Contact: http://www.qt.io/licensing/
-**
-** This file is part of the Qt3D module of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:LGPL3$
-** Commercial License Usage
-** Licensees holding valid commercial Qt licenses may use this file in
-** accordance with the commercial license agreement provided with the
-** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and The Qt Company. For licensing terms
-** and conditions see http://www.qt.io/terms-conditions. For further
-** information use the contact form at http://www.qt.io/contact-us.
-**
-** GNU Lesser General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU Lesser
-** General Public License version 3 as published by the Free Software
-** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file. Please review the following information to
-** ensure the GNU Lesser General Public License version 3 requirements
-** will be met: https://www.gnu.org/licenses/lgpl.html.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free
-** Software Foundation and appearing in the file LICENSE.GPL included in
-** the packaging of this file. Please review the following information to
-** ensure the GNU General Public License version 2.0 requirements will be
-** met: http://www.gnu.org/licenses/gpl-2.0.html.
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-#version 150 core
-
-uniform mat4 viewMatrix;
-
-uniform vec3 lightPosition;
-uniform vec3 lightIntensity;
-
-uniform vec3 ka; // Ambient reflectivity
-uniform float shininess; // Specular shininess factor
-uniform float opacity; // Alpha channel
-
-uniform sampler2D diffuseTexture;
-uniform sampler2D specularTexture;
-
-uniform sampler2DShadow shadowMapTexture;
-
-in vec4 positionInLightSpace;
-
-in vec3 position;
-in vec3 normal;
-in vec2 texCoord;
-
-out vec4 fragColor;
-
-vec3 dsModel(const in vec2 flipYTexCoord)
-{
- // Calculate the vector from the light to the fragment
- vec3 s = normalize(vec3(viewMatrix * vec4(lightPosition, 1.0)) - position);
-
- // Calculate the vector from the fragment to the eye position
- // (origin since this is in "eye" or "camera" space)
- vec3 v = normalize(-position);
-
- // Reflect the light beam using the normal at this fragment
- vec3 r = reflect(-s, normal);
-
- // Calculate the diffuse component
- float diffuse = max(dot(s, normal), 0.0);
-
- // Calculate the specular component
- float specular = 0.0;
- if (dot(s, normal) > 0.0)
- specular = (shininess / (8.0 * 3.14)) * pow(max(dot(r, v), 0.0), shininess);
-
- // Lookup diffuse and specular factors
- vec3 diffuseColor = texture(diffuseTexture, flipYTexCoord).rgb;
- vec3 specularColor = texture(specularTexture, flipYTexCoord).rgb;
-
- // Combine the ambient, diffuse and specular contributions
- return lightIntensity * ((ka + diffuse) * diffuseColor + specular * specularColor);
-}
-
-void main()
-{
- vec2 flipYTexCoord = texCoord;
- flipYTexCoord.y = 1.0 - texCoord.y;
-
- float shadowMapSample = textureProj(shadowMapTexture, positionInLightSpace);
-
- vec3 ambient = lightIntensity * ka * texture(diffuseTexture, flipYTexCoord).rgb;
-
- vec3 result = ambient;
- if (shadowMapSample > 0)
- result = dsModel(flipYTexCoord);
-
- fragColor = vec4(result, opacity * texture(diffuseTexture, flipYTexCoord).a);
-}
diff --git a/examples/qt3d/planets-qml/shaders/planetDSB.frag b/examples/qt3d/planets-qml/shaders/planetDSB.frag
deleted file mode 100644
index deb9565d4..000000000
--- a/examples/qt3d/planets-qml/shaders/planetDSB.frag
+++ /dev/null
@@ -1,110 +0,0 @@
-/****************************************************************************
-**
-** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
-** Copyright (C) 2015 The Qt Company Ltd.
-** Contact: http://www.qt.io/licensing/
-**
-** This file is part of the Qt3D module of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:LGPL3$
-** Commercial License Usage
-** Licensees holding valid commercial Qt licenses may use this file in
-** accordance with the commercial license agreement provided with the
-** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and The Qt Company. For licensing terms
-** and conditions see http://www.qt.io/terms-conditions. For further
-** information use the contact form at http://www.qt.io/contact-us.
-**
-** GNU Lesser General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU Lesser
-** General Public License version 3 as published by the Free Software
-** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file. Please review the following information to
-** ensure the GNU Lesser General Public License version 3 requirements
-** will be met: https://www.gnu.org/licenses/lgpl.html.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free
-** Software Foundation and appearing in the file LICENSE.GPL included in
-** the packaging of this file. Please review the following information to
-** ensure the GNU General Public License version 2.0 requirements will be
-** met: http://www.gnu.org/licenses/gpl-2.0.html.
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-#version 150 core
-
-uniform mat4 viewMatrix;
-
-uniform vec3 lightPosition;
-uniform vec3 lightIntensity;
-
-uniform vec3 ka; // Ambient reflectivity
-uniform float shininess; // Specular shininess factor
-uniform float opacity; // Alpha channel
-
-uniform sampler2D diffuseTexture;
-uniform sampler2D specularTexture;
-uniform sampler2D normalTexture;
-
-uniform sampler2DShadow shadowMapTexture;
-
-in vec4 positionInLightSpace;
-
-in vec3 lightDir;
-in vec3 viewDir;
-in vec2 texCoord;
-
-out vec4 fragColor;
-
-void dsbModel(const in vec3 norm, const in vec2 flipYTexCoord, out vec3 ambientAndDiff, out vec3 spec)
-{
- // Reflection of light direction about normal
- vec3 r = reflect(-lightDir, norm);
-
- vec3 diffuseColor = texture(diffuseTexture, flipYTexCoord).rgb;
- vec3 specularColor = texture(specularTexture, flipYTexCoord).rgb;
-
- // Calculate the ambient contribution
- vec3 ambient = lightIntensity * ka * diffuseColor;
-
- // Calculate the diffuse contribution
- float sDotN = max(dot(lightDir, norm), 0.0);
- vec3 diffuse = lightIntensity * diffuseColor * sDotN;
-
- // Sum the ambient and diffuse contributions
- ambientAndDiff = ambient + diffuse;
-
- // Calculate the specular highlight contribution
- spec = vec3(0.0);
- if (sDotN > 0.0)
- spec = (lightIntensity * (shininess / (8.0 * 3.14))) * pow(max(dot(r, viewDir), 0.0), shininess);
-
- spec *= specularColor;
-}
-
-void main()
-{
- vec2 flipYTexCoord = texCoord;
- flipYTexCoord.y = 1.0 - texCoord.y;
-
- float shadowMapSample = textureProj(shadowMapTexture, positionInLightSpace);
-
- // Sample the textures at the interpolated texCoords
- vec4 normal = 2.0 * texture(normalTexture, flipYTexCoord) - vec4(1.0);
-
- vec3 result = lightIntensity * ka * texture(diffuseTexture, flipYTexCoord).rgb;
-
- // Calculate the lighting model, keeping the specular component separate
- vec3 ambientAndDiff, spec;
- if (shadowMapSample > 0) {
- dsbModel(normalize(normal.xyz), flipYTexCoord, ambientAndDiff, spec);
- result = ambientAndDiff + spec;
- }
-
- // Combine spec with ambient+diffuse for final fragment color
- fragColor = vec4(result, opacity);
-}
diff --git a/examples/qt3d/planets-qml/shaders/shadowmap.frag b/examples/qt3d/planets-qml/shaders/shadowmap.frag
deleted file mode 100644
index 63f203da6..000000000
--- a/examples/qt3d/planets-qml/shaders/shadowmap.frag
+++ /dev/null
@@ -1,41 +0,0 @@
-/****************************************************************************
-**
-** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
-** Contact: http://www.qt.io/licensing/
-**
-** This file is part of the Qt3D module of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:LGPL3$
-** Commercial License Usage
-** Licensees holding valid commercial Qt licenses may use this file in
-** accordance with the commercial license agreement provided with the
-** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and The Qt Company. For licensing terms
-** and conditions see http://www.qt.io/terms-conditions. For further
-** information use the contact form at http://www.qt.io/contact-us.
-**
-** GNU Lesser General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU Lesser
-** General Public License version 3 as published by the Free Software
-** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file. Please review the following information to
-** ensure the GNU Lesser General Public License version 3 requirements
-** will be met: https://www.gnu.org/licenses/lgpl.html.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free
-** Software Foundation and appearing in the file LICENSE.GPL included in
-** the packaging of this file. Please review the following information to
-** ensure the GNU General Public License version 2.0 requirements will be
-** met: http://www.gnu.org/licenses/gpl-2.0.html.
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-#version 150 core
-
-void main()
-{
-}
diff --git a/examples/qt3d/planets-qml/shaders/shadowmap.vert b/examples/qt3d/planets-qml/shaders/shadowmap.vert
deleted file mode 100644
index ca93360c6..000000000
--- a/examples/qt3d/planets-qml/shaders/shadowmap.vert
+++ /dev/null
@@ -1,46 +0,0 @@
-/****************************************************************************
-**
-** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
-** Contact: http://www.qt.io/licensing/
-**
-** This file is part of the Qt3D module of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:LGPL3$
-** Commercial License Usage
-** Licensees holding valid commercial Qt licenses may use this file in
-** accordance with the commercial license agreement provided with the
-** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and The Qt Company. For licensing terms
-** and conditions see http://www.qt.io/terms-conditions. For further
-** information use the contact form at http://www.qt.io/contact-us.
-**
-** GNU Lesser General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU Lesser
-** General Public License version 3 as published by the Free Software
-** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file. Please review the following information to
-** ensure the GNU Lesser General Public License version 3 requirements
-** will be met: https://www.gnu.org/licenses/lgpl.html.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free
-** Software Foundation and appearing in the file LICENSE.GPL included in
-** the packaging of this file. Please review the following information to
-** ensure the GNU General Public License version 2.0 requirements will be
-** met: http://www.gnu.org/licenses/gpl-2.0.html.
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-#version 150 core
-
-in vec3 vertexPosition;
-
-uniform mat4 mvp;
-
-void main()
-{
- gl_Position = mvp * vec4(vertexPosition, 1.0);
-}