diff options
author | Paul Lemire <paul.lemire@kdab.com> | 2015-06-26 14:39:13 +0200 |
---|---|---|
committer | Liang Qi <liang.qi@theqtcompany.com> | 2015-06-27 08:46:16 +0200 |
commit | b12e28a338842e273557413b235de49ec6bb04c3 (patch) | |
tree | f0c5c82f73116a5edf1168630255e2b0194107f9 /examples/qt3d/planets-qml/shaders | |
parent | 8dc95e0edc71cefc6c3e5c4cc67bfe385a8a0f32 (diff) | |
parent | a2bd6a2a820fc2f2c881102f884df34a190505c7 (diff) |
Merge remote-tracking branch 'origin/5.5.0' into 5.5
Conflicts:
examples/qt3d/planets-qml/CloudEffectDS.qml
examples/qt3d/planets-qml/PlanetButton.qml
examples/qt3d/planets-qml/PlanetEffectD.qml
examples/qt3d/planets-qml/PlanetEffectDB.qml
examples/qt3d/planets-qml/PlanetEffectDS.qml
examples/qt3d/planets-qml/PlanetEffectDSB.qml
examples/qt3d/planets-qml/PlanetMaterial.qml
examples/qt3d/planets-qml/PlanetsMain.qml
examples/qt3d/planets-qml/SolarSystem.qml
examples/qt3d/planets-qml/doc/src/planets-qml.qdoc
examples/qt3d/planets-qml/main.cpp
examples/qt3d/planets-qml/planets-qml.pro
examples/qt3d/planets-qml/planets-qml.qrc
Change-Id: I9f311f3104c8fcf9d49e12b14f8bfad9ca8cf199
Diffstat (limited to 'examples/qt3d/planets-qml/shaders')
-rw-r--r-- | examples/qt3d/planets-qml/shaders/es2/planetD.frag | 93 | ||||
-rw-r--r-- | examples/qt3d/planets-qml/shaders/es2/planetD.vert | 69 | ||||
-rw-r--r-- | examples/qt3d/planets-qml/shaders/es2/planetDB.frag | 89 | ||||
-rw-r--r-- | examples/qt3d/planets-qml/shaders/es2/planetDB.vert | 94 | ||||
-rw-r--r-- | examples/qt3d/planets-qml/shaders/es2/planetDS.frag | 94 | ||||
-rw-r--r-- | examples/qt3d/planets-qml/shaders/es2/planetDSB.frag | 94 | ||||
-rw-r--r-- | examples/qt3d/planets-qml/shaders/gl3/planetD.frag | 105 | ||||
-rw-r--r-- | examples/qt3d/planets-qml/shaders/gl3/planetD.vert | 71 | ||||
-rw-r--r-- | examples/qt3d/planets-qml/shaders/gl3/planetDB.frag | 107 | ||||
-rw-r--r-- | examples/qt3d/planets-qml/shaders/gl3/planetDB.vert | 96 | ||||
-rw-r--r-- | examples/qt3d/planets-qml/shaders/gl3/planetDS.frag | 104 | ||||
-rw-r--r-- | examples/qt3d/planets-qml/shaders/gl3/planetDSB.frag | 110 | ||||
-rw-r--r-- | examples/qt3d/planets-qml/shaders/gl3/shadowmap.frag | 41 | ||||
-rw-r--r-- | examples/qt3d/planets-qml/shaders/gl3/shadowmap.vert | 46 |
14 files changed, 1213 insertions, 0 deletions
diff --git a/examples/qt3d/planets-qml/shaders/es2/planetD.frag b/examples/qt3d/planets-qml/shaders/es2/planetD.frag new file mode 100644 index 000000000..6df16b5b4 --- /dev/null +++ b/examples/qt3d/planets-qml/shaders/es2/planetD.frag @@ -0,0 +1,93 @@ +/**************************************************************************** +** +** 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. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +uniform highp mat4 viewMatrix; + +uniform highp vec3 lightPosition; +uniform highp vec3 lightIntensity; + +uniform highp vec3 ka; // Ambient reflectivity +uniform highp vec3 ks; // Specular reflectivity +uniform highp float shininess; // Specular shininess factor +uniform highp float opacity; // Alpha channel + +uniform sampler2D diffuseTexture; + +varying highp vec4 positionInLightSpace; + +varying highp vec3 position; +varying highp vec3 normal; +varying highp vec2 texCoord; + +highp vec3 dModel(const highp vec2 flipYTexCoord) +{ + // Calculate the vector from the light to the fragment + highp 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) + highp vec3 v = normalize(-position); + + // Reflect the light beam using the normal at this fragment + highp vec3 r = reflect(-s, normal); + + // Calculate the diffuse component + highp float diffuse = max(dot(s, normal), 0.0); + + // Calculate the specular component + highp 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 + highp vec3 diffuseColor = texture2D(diffuseTexture, flipYTexCoord).rgb; + + // Combine the ambient, diffuse and specular contributions + return lightIntensity * ((ka + diffuse) * diffuseColor + specular * ks); +} + +void main() +{ + highp vec2 flipYTexCoord = texCoord; + flipYTexCoord.y = 1.0 - texCoord.y; + + highp vec3 result = dModel(flipYTexCoord); + + highp float alpha = opacity * texture2D(diffuseTexture, flipYTexCoord).a; + + gl_FragColor = vec4(result, alpha); +} diff --git a/examples/qt3d/planets-qml/shaders/es2/planetD.vert b/examples/qt3d/planets-qml/shaders/es2/planetD.vert new file mode 100644 index 000000000..12f19768c --- /dev/null +++ b/examples/qt3d/planets-qml/shaders/es2/planetD.vert @@ -0,0 +1,69 @@ +/**************************************************************************** +** +** 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. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +attribute vec3 vertexPosition; +attribute vec3 vertexNormal; +attribute vec2 vertexTexCoord; + +varying vec4 positionInLightSpace; +varying vec3 position; +varying vec3 normal; +varying 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/es2/planetDB.frag b/examples/qt3d/planets-qml/shaders/es2/planetDB.frag new file mode 100644 index 000000000..0a2cc87ee --- /dev/null +++ b/examples/qt3d/planets-qml/shaders/es2/planetDB.frag @@ -0,0 +1,89 @@ +/**************************************************************************** +** +** 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. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +uniform highp mat4 viewMatrix; + +uniform highp vec3 lightPosition; +uniform highp vec3 lightIntensity; + +uniform highp vec3 ka; // Ambient reflectivity +uniform highp vec3 ks; // Specular reflectivity +uniform highp float shininess; // Specular shininess factor +uniform highp float opacity; // Alpha channel + +uniform sampler2D diffuseTexture; +uniform sampler2D normalTexture; + +varying highp vec4 positionInLightSpace; + +varying highp vec3 lightDir; +varying highp vec3 viewDir; +varying highp vec2 texCoord; + +highp vec3 dbModel(const highp vec3 norm, const highp vec2 flipYTexCoord) +{ + // Reflection of light direction about normal + highp vec3 r = reflect(-lightDir, norm); + + highp vec3 diffuseColor = texture2D(diffuseTexture, flipYTexCoord).rgb; + + // Calculate the ambient contribution + highp vec3 ambient = lightIntensity * ka * diffuseColor; + + // Calculate the diffuse contribution + highp float sDotN = max(dot(lightDir, norm), 0.0); + highp vec3 diffuse = lightIntensity * diffuseColor * sDotN; + + // Calculate the specular highlight contribution + highp vec3 specular = vec3(0.0); + if (sDotN > 0.0) + specular = (lightIntensity * ks) * pow(max(dot(r, viewDir), 0.0), shininess); + + return ambient + diffuse + specular; +} + +void main() +{ + highp vec2 flipYTexCoord = texCoord; + flipYTexCoord.y = 1.0 - texCoord.y; + + highp vec4 normal = 2.0 * texture2D(normalTexture, flipYTexCoord) - vec4(1.0); + + highp vec3 result = dbModel(normalize(normal.xyz), flipYTexCoord); + + gl_FragColor = vec4(result, opacity); +} diff --git a/examples/qt3d/planets-qml/shaders/es2/planetDB.vert b/examples/qt3d/planets-qml/shaders/es2/planetDB.vert new file mode 100644 index 000000000..423e337c9 --- /dev/null +++ b/examples/qt3d/planets-qml/shaders/es2/planetDB.vert @@ -0,0 +1,94 @@ +/**************************************************************************** +** +** 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. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +attribute vec3 vertexPosition; +attribute vec3 vertexNormal; +attribute vec2 vertexTexCoord; +attribute vec4 vertexTangent; + +varying vec4 positionInLightSpace; +varying vec3 lightDir; +varying vec3 viewDir; +varying 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/es2/planetDS.frag b/examples/qt3d/planets-qml/shaders/es2/planetDS.frag new file mode 100644 index 000000000..9b35ce10c --- /dev/null +++ b/examples/qt3d/planets-qml/shaders/es2/planetDS.frag @@ -0,0 +1,94 @@ +/**************************************************************************** +** +** 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. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +uniform highp mat4 viewMatrix; + +uniform highp vec3 lightPosition; +uniform highp vec3 lightIntensity; + +uniform highp vec3 ka; // Ambient reflectivity +uniform highp float shininess; // Specular shininess factor +uniform highp float opacity; // Alpha channel + +uniform sampler2D diffuseTexture; +uniform sampler2D specularTexture; + +varying highp vec4 positionInLightSpace; + +varying highp vec3 position; +varying highp vec3 normal; +varying highp vec2 texCoord; + +highp vec3 dsModel(const highp vec2 flipYTexCoord) +{ + // Calculate the vector from the light to the fragment + highp 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) + highp vec3 v = normalize(-position); + + // Reflect the light beam using the normal at this fragment + highp vec3 r = reflect(-s, normal); + + // Calculate the diffuse component + highp float diffuse = max(dot(s, normal), 0.0); + + // Calculate the specular component + highp 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 + highp vec3 diffuseColor = texture2D(diffuseTexture, flipYTexCoord).rgb; + highp vec3 specularColor = texture2D(specularTexture, flipYTexCoord).rgb; + + // Combine the ambient, diffuse and specular contributions + return lightIntensity * ((ka + diffuse) * diffuseColor + specular * specularColor); +} + +void main() +{ + highp vec2 flipYTexCoord = texCoord; + flipYTexCoord.y = 1.0 - texCoord.y; + + highp vec3 result = dsModel(flipYTexCoord); + + highp float alpha = opacity * texture2D(diffuseTexture, flipYTexCoord).a; + + gl_FragColor = vec4(result, alpha); +} diff --git a/examples/qt3d/planets-qml/shaders/es2/planetDSB.frag b/examples/qt3d/planets-qml/shaders/es2/planetDSB.frag new file mode 100644 index 000000000..cbbdae353 --- /dev/null +++ b/examples/qt3d/planets-qml/shaders/es2/planetDSB.frag @@ -0,0 +1,94 @@ +/**************************************************************************** +** +** 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. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +uniform highp mat4 viewMatrix; + +uniform highp vec3 lightPosition; +uniform highp vec3 lightIntensity; + +uniform highp vec3 ka; // Ambient reflectivity +uniform highp float shininess; // Specular shininess factor +uniform highp float opacity; // Alpha channel + +uniform sampler2D diffuseTexture; +uniform sampler2D specularTexture; +uniform sampler2D normalTexture; + +varying highp vec4 positionInLightSpace; + +varying highp vec3 lightDir; +varying highp vec3 viewDir; +varying highp vec2 texCoord; + +highp vec3 dsbModel(const highp vec3 norm, const highp vec2 flipYTexCoord) +{ + // Reflection of light direction about normal + highp vec3 r = reflect(-lightDir, norm); + + highp vec3 diffuseColor = texture2D(diffuseTexture, flipYTexCoord).rgb; + highp vec3 specularColor = texture2D(specularTexture, flipYTexCoord).rgb; + + // Calculate the ambient contribution + highp vec3 ambient = lightIntensity * ka * diffuseColor; + + // Calculate the diffuse contribution + highp float sDotN = max(dot(lightDir, norm), 0.0); + highp vec3 diffuse = lightIntensity * diffuseColor * sDotN; + + // Calculate the specular highlight contribution + highp vec3 specular = vec3(0.0); + if (sDotN > 0.0) + specular = (lightIntensity * (shininess / (8.0 * 3.14))) * pow(max(dot(r, viewDir), 0.0), shininess); + + specular *= specularColor; + + return ambient + diffuse + specular; +} + +void main() +{ + highp vec2 flipYTexCoord = texCoord; + flipYTexCoord.y = 1.0 - texCoord.y; + + // Sample the textures at the interpolated texCoords + highp vec4 normal = 2.0 * texture2D(normalTexture, flipYTexCoord) - vec4(1.0); + + highp vec3 result = dsbModel(normalize(normal.xyz), flipYTexCoord); + + // Combine spec with ambient+diffuse for final fragment color + gl_FragColor = vec4(result, opacity); +} diff --git a/examples/qt3d/planets-qml/shaders/gl3/planetD.frag b/examples/qt3d/planets-qml/shaders/gl3/planetD.frag new file mode 100644 index 000000000..62d941d25 --- /dev/null +++ b/examples/qt3d/planets-qml/shaders/gl3/planetD.frag @@ -0,0 +1,105 @@ +/**************************************************************************** +** +** 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/gl3/planetD.vert b/examples/qt3d/planets-qml/shaders/gl3/planetD.vert new file mode 100644 index 000000000..41a1db6e4 --- /dev/null +++ b/examples/qt3d/planets-qml/shaders/gl3/planetD.vert @@ -0,0 +1,71 @@ +/**************************************************************************** +** +** 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/gl3/planetDB.frag b/examples/qt3d/planets-qml/shaders/gl3/planetDB.frag new file mode 100644 index 000000000..bf53a127b --- /dev/null +++ b/examples/qt3d/planets-qml/shaders/gl3/planetDB.frag @@ -0,0 +1,107 @@ +/**************************************************************************** +** +** 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/gl3/planetDB.vert b/examples/qt3d/planets-qml/shaders/gl3/planetDB.vert new file mode 100644 index 000000000..e30394aa3 --- /dev/null +++ b/examples/qt3d/planets-qml/shaders/gl3/planetDB.vert @@ -0,0 +1,96 @@ +/**************************************************************************** +** +** 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/gl3/planetDS.frag b/examples/qt3d/planets-qml/shaders/gl3/planetDS.frag new file mode 100644 index 000000000..2a1b78bfa --- /dev/null +++ b/examples/qt3d/planets-qml/shaders/gl3/planetDS.frag @@ -0,0 +1,104 @@ +/**************************************************************************** +** +** 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/gl3/planetDSB.frag b/examples/qt3d/planets-qml/shaders/gl3/planetDSB.frag new file mode 100644 index 000000000..deb9565d4 --- /dev/null +++ b/examples/qt3d/planets-qml/shaders/gl3/planetDSB.frag @@ -0,0 +1,110 @@ +/**************************************************************************** +** +** 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/gl3/shadowmap.frag b/examples/qt3d/planets-qml/shaders/gl3/shadowmap.frag new file mode 100644 index 000000000..63f203da6 --- /dev/null +++ b/examples/qt3d/planets-qml/shaders/gl3/shadowmap.frag @@ -0,0 +1,41 @@ +/**************************************************************************** +** +** 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/gl3/shadowmap.vert b/examples/qt3d/planets-qml/shaders/gl3/shadowmap.vert new file mode 100644 index 000000000..ca93360c6 --- /dev/null +++ b/examples/qt3d/planets-qml/shaders/gl3/shadowmap.vert @@ -0,0 +1,46 @@ +/**************************************************************************** +** +** 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); +} |