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authorPaul Lemire <paul.lemire@kdab.com>2020-11-26 13:08:49 +0100
committerPaul Lemire <paul.lemire@kdab.com>2020-11-26 17:47:24 +0100
commit230a2650d713b50fbec984deddfc3741bdf51d7a (patch)
tree80287ade3b96b699d43a9ffcd061c5ef47de6c31 /examples/qt3d/planets-qml/shaders
parent9c682cf8ffe302719df1202d89e560e4fe67739d (diff)
planet-qml example: port to RHI
Change-Id: I4246c59903a6d8f302a916ba7d19e9e37b5fe9c8 Pick-to: 6.0 6.0.0 Reviewed-by: Mike Krus <mike.krus@kdab.com>
Diffstat (limited to 'examples/qt3d/planets-qml/shaders')
-rw-r--r--examples/qt3d/planets-qml/shaders/rhi/planetD.frag129
-rw-r--r--examples/qt3d/planets-qml/shaders/rhi/planetD.vert90
-rw-r--r--examples/qt3d/planets-qml/shaders/rhi/planetDB.frag132
-rw-r--r--examples/qt3d/planets-qml/shaders/rhi/planetDB.vert131
-rw-r--r--examples/qt3d/planets-qml/shaders/rhi/planetDS.frag129
-rw-r--r--examples/qt3d/planets-qml/shaders/rhi/planetDSB.frag134
-rw-r--r--examples/qt3d/planets-qml/shaders/rhi/planetDShadow.frag134
-rw-r--r--examples/qt3d/planets-qml/shaders/rhi/planetDShadow.vert99
-rw-r--r--examples/qt3d/planets-qml/shaders/rhi/shadowmap.frag55
-rw-r--r--examples/qt3d/planets-qml/shaders/rhi/shadowmap.vert68
-rw-r--r--examples/qt3d/planets-qml/shaders/rhi/sun.frag77
-rw-r--r--examples/qt3d/planets-qml/shaders/rhi/sun.vert86
12 files changed, 1264 insertions, 0 deletions
diff --git a/examples/qt3d/planets-qml/shaders/rhi/planetD.frag b/examples/qt3d/planets-qml/shaders/rhi/planetD.frag
new file mode 100644
index 000000000..554ccb559
--- /dev/null
+++ b/examples/qt3d/planets-qml/shaders/rhi/planetD.frag
@@ -0,0 +1,129 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Copyright (C) 2017 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:BSD$
+** 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 https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** BSD License Usage
+** Alternatively, you may use this file under the terms of the BSD license
+** as follows:
+**
+** "Redistribution and use in source and binary forms, with or without
+** modification, are permitted provided that the following conditions are
+** met:
+** * Redistributions of source code must retain the above copyright
+** notice, this list of conditions and the following disclaimer.
+** * Redistributions in binary form must reproduce the above copyright
+** notice, this list of conditions and the following disclaimer in
+** the documentation and/or other materials provided with the
+** distribution.
+** * Neither the name of The Qt Company Ltd nor the names of its
+** contributors may be used to endorse or promote products derived
+** from this software without specific prior written permission.
+**
+**
+** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#version 450 core
+
+layout(std140, binding = 2) uniform extras_uniforms {
+ float texCoordScale;
+ vec3 ka; // Ambient reflectivity
+ vec3 ks; // Specular reflectivity
+ float shininess; // Specular shininess factor
+ float opacity; // Alpha channel
+ vec3 lightPosition;
+ vec3 lightIntensity;
+};
+
+layout(binding=3) uniform sampler2D diffuseTexture;
+
+layout(location=0) in vec3 position;
+layout(location=1) in vec3 normal;
+layout(location=2) in vec2 texCoord;
+
+layout(std140, binding = 0) uniform qt3d_render_view_uniforms {
+ mat4 viewMatrix;
+ mat4 projectionMatrix;
+ mat4 uncorrectedProjectionMatrix;
+ mat4 clipCorrectionMatrix;
+ mat4 viewProjectionMatrix;
+ mat4 inverseViewMatrix;
+ mat4 inverseProjectionMatrix;
+ mat4 inverseViewProjectionMatrix;
+ mat4 viewportMatrix;
+ mat4 inverseViewportMatrix;
+ vec4 textureTransformMatrix;
+ vec3 eyePosition;
+ float aspectRatio;
+ float gamma;
+ float exposure;
+ float time;
+};
+
+layout(location=0) 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;
+
+ vec3 result = lightIntensity * ka * texture(diffuseTexture, flipYTexCoord).rgb;
+ result += dModel(flipYTexCoord);
+
+ float alpha = opacity * texture(diffuseTexture, flipYTexCoord).a;
+
+ fragColor = vec4(result, alpha);
+}
diff --git a/examples/qt3d/planets-qml/shaders/rhi/planetD.vert b/examples/qt3d/planets-qml/shaders/rhi/planetD.vert
new file mode 100644
index 000000000..5892fffe4
--- /dev/null
+++ b/examples/qt3d/planets-qml/shaders/rhi/planetD.vert
@@ -0,0 +1,90 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Copyright (C) 2017 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:BSD$
+** 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 https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** BSD License Usage
+** Alternatively, you may use this file under the terms of the BSD license
+** as follows:
+**
+** "Redistribution and use in source and binary forms, with or without
+** modification, are permitted provided that the following conditions are
+** met:
+** * Redistributions of source code must retain the above copyright
+** notice, this list of conditions and the following disclaimer.
+** * Redistributions in binary form must reproduce the above copyright
+** notice, this list of conditions and the following disclaimer in
+** the documentation and/or other materials provided with the
+** distribution.
+** * Neither the name of The Qt Company Ltd nor the names of its
+** contributors may be used to endorse or promote products derived
+** from this software without specific prior written permission.
+**
+**
+** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#version 450 core
+
+layout(location=0) in vec3 vertexPosition;
+layout(location=1) in vec3 vertexNormal;
+layout(location=2) in vec2 vertexTexCoord;
+
+layout(location=0) out vec3 position;
+layout(location=1) out vec3 normal;
+layout(location=2) out vec2 texCoord;
+
+
+layout(std140, binding = 1) uniform qt3d_command_uniforms {
+ mat4 modelMatrix;
+ mat4 inverseModelMatrix;
+ mat4 modelViewMatrix;
+ mat3 modelNormalMatrix;
+ mat4 inverseModelViewMatrix;
+ mat4 modelViewProjection;
+ mat4 inverseModelViewProjectionMatrix;
+};
+
+layout(std140, binding = 2) uniform extras_uniforms {
+ float texCoordScale;
+ vec3 ka; // Ambient reflectivity
+ vec3 ks; // Specular reflectivity
+ float shininess; // Specular shininess factor
+ float opacity; // Alpha channel
+ vec3 lightPosition;
+ vec3 lightIntensity;
+};
+
+void main()
+{
+ texCoord = vertexTexCoord * texCoordScale;
+ normal = normalize(modelNormalMatrix * vertexNormal);
+ position = vec3(modelViewMatrix * vec4(vertexPosition, 1.0));
+
+ gl_Position = modelViewProjection * vec4(vertexPosition, 1.0);
+}
diff --git a/examples/qt3d/planets-qml/shaders/rhi/planetDB.frag b/examples/qt3d/planets-qml/shaders/rhi/planetDB.frag
new file mode 100644
index 000000000..6faf05d9a
--- /dev/null
+++ b/examples/qt3d/planets-qml/shaders/rhi/planetDB.frag
@@ -0,0 +1,132 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Copyright (C) 2017 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:BSD$
+** 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 https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** BSD License Usage
+** Alternatively, you may use this file under the terms of the BSD license
+** as follows:
+**
+** "Redistribution and use in source and binary forms, with or without
+** modification, are permitted provided that the following conditions are
+** met:
+** * Redistributions of source code must retain the above copyright
+** notice, this list of conditions and the following disclaimer.
+** * Redistributions in binary form must reproduce the above copyright
+** notice, this list of conditions and the following disclaimer in
+** the documentation and/or other materials provided with the
+** distribution.
+** * Neither the name of The Qt Company Ltd nor the names of its
+** contributors may be used to endorse or promote products derived
+** from this software without specific prior written permission.
+**
+**
+** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#version 450 core
+
+layout(std140, binding = 0) uniform qt3d_render_view_uniforms {
+ mat4 viewMatrix;
+ mat4 projectionMatrix;
+ mat4 uncorrectedProjectionMatrix;
+ mat4 clipCorrectionMatrix;
+ mat4 viewProjectionMatrix;
+ mat4 inverseViewMatrix;
+ mat4 inverseProjectionMatrix;
+ mat4 inverseViewProjectionMatrix;
+ mat4 viewportMatrix;
+ mat4 inverseViewportMatrix;
+ vec4 textureTransformMatrix;
+ vec3 eyePosition;
+ float aspectRatio;
+ float gamma;
+ float exposure;
+ float time;
+};
+
+layout(std140, binding = 2) uniform extras_uniforms {
+ float texCoordScale;
+ vec3 ka; // Ambient reflectivity
+ vec3 ks; // Specular reflectivity
+ float shininess; // Specular shininess factor
+ float opacity; // Alpha channel
+ vec3 lightPosition;
+ vec3 lightIntensity;
+};
+
+layout(binding=3) uniform sampler2D diffuseTexture;
+layout(binding=4) uniform sampler2D normalTexture;
+
+layout(location = 0) in vec3 lightDir;
+layout(location = 1) in vec3 viewDir;
+layout(location = 2) in vec2 texCoord;
+
+layout(location = 0) 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;
+
+ // 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;
+ 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/rhi/planetDB.vert b/examples/qt3d/planets-qml/shaders/rhi/planetDB.vert
new file mode 100644
index 000000000..627ae0081
--- /dev/null
+++ b/examples/qt3d/planets-qml/shaders/rhi/planetDB.vert
@@ -0,0 +1,131 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Copyright (C) 2017 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:BSD$
+** 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 https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** BSD License Usage
+** Alternatively, you may use this file under the terms of the BSD license
+** as follows:
+**
+** "Redistribution and use in source and binary forms, with or without
+** modification, are permitted provided that the following conditions are
+** met:
+** * Redistributions of source code must retain the above copyright
+** notice, this list of conditions and the following disclaimer.
+** * Redistributions in binary form must reproduce the above copyright
+** notice, this list of conditions and the following disclaimer in
+** the documentation and/or other materials provided with the
+** distribution.
+** * Neither the name of The Qt Company Ltd nor the names of its
+** contributors may be used to endorse or promote products derived
+** from this software without specific prior written permission.
+**
+**
+** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#version 450 core
+
+layout(location=0) in vec3 vertexPosition;
+layout(location=1) in vec3 vertexNormal;
+layout(location=2) in vec2 vertexTexCoord;
+layout(location=3) in vec4 vertexTangent;
+
+layout(location=0) out vec3 lightDir;
+layout(location=1) out vec3 viewDir;
+layout(location=2) out vec2 texCoord;
+
+
+layout(std140, binding = 0) uniform qt3d_render_view_uniforms {
+ mat4 viewMatrix;
+ mat4 projectionMatrix;
+ mat4 uncorrectedProjectionMatrix;
+ mat4 clipCorrectionMatrix;
+ mat4 viewProjectionMatrix;
+ mat4 inverseViewMatrix;
+ mat4 inverseProjectionMatrix;
+ mat4 inverseViewProjectionMatrix;
+ mat4 viewportMatrix;
+ mat4 inverseViewportMatrix;
+ vec4 textureTransformMatrix;
+ vec3 eyePosition;
+ float aspectRatio;
+ float gamma;
+ float exposure;
+ float time;
+};
+
+layout(std140, binding = 1) uniform qt3d_command_uniforms {
+ mat4 modelMatrix;
+ mat4 inverseModelMatrix;
+ mat4 modelViewMatrix;
+ mat3 modelNormalMatrix;
+ mat4 inverseModelViewMatrix;
+ mat4 modelViewProjection;
+ mat4 inverseModelViewProjectionMatrix;
+};
+
+layout(std140, binding = 2) uniform extras_uniforms {
+ float texCoordScale;
+ vec3 ka; // Ambient reflectivity
+ vec3 ks; // Specular reflectivity
+ float shininess; // Specular shininess factor
+ float opacity; // Alpha channel
+ vec3 lightPosition;
+ vec3 lightIntensity;
+};
+
+void main()
+{
+ // Pass through texture coordinates
+ texCoord = vertexTexCoord * texCoordScale;
+
+ // Transform position, normal, and tangent to eye coords
+ vec3 normal = normalize(modelNormalMatrix * vertexNormal);
+ vec3 tangent = normalize(modelNormalMatrix * vertexTangent.xyz);
+ vec3 position = vec3(modelViewMatrix * 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 = modelViewProjection * vec4(vertexPosition, 1.0);
+}
diff --git a/examples/qt3d/planets-qml/shaders/rhi/planetDS.frag b/examples/qt3d/planets-qml/shaders/rhi/planetDS.frag
new file mode 100644
index 000000000..728e22469
--- /dev/null
+++ b/examples/qt3d/planets-qml/shaders/rhi/planetDS.frag
@@ -0,0 +1,129 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Copyright (C) 2017 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:BSD$
+** 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 https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** BSD License Usage
+** Alternatively, you may use this file under the terms of the BSD license
+** as follows:
+**
+** "Redistribution and use in source and binary forms, with or without
+** modification, are permitted provided that the following conditions are
+** met:
+** * Redistributions of source code must retain the above copyright
+** notice, this list of conditions and the following disclaimer.
+** * Redistributions in binary form must reproduce the above copyright
+** notice, this list of conditions and the following disclaimer in
+** the documentation and/or other materials provided with the
+** distribution.
+** * Neither the name of The Qt Company Ltd nor the names of its
+** contributors may be used to endorse or promote products derived
+** from this software without specific prior written permission.
+**
+**
+** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#version 450 core
+
+layout(std140, binding = 2) uniform extras_uniforms {
+ float texCoordScale;
+ vec3 ka; // Ambient reflectivity
+ vec3 ks; // Specular reflectivity
+ float shininess; // Specular shininess factor
+ float opacity; // Alpha channel
+ vec3 lightPosition;
+ vec3 lightIntensity;
+};
+
+layout(binding=3) uniform sampler2D diffuseTexture;
+layout(binding=4) uniform sampler2D specularTexture;
+
+layout(location=0) in vec3 position;
+layout(location=1) in vec3 normal;
+layout(location=2) in vec2 texCoord;
+
+layout(std140, binding = 0) uniform qt3d_render_view_uniforms {
+ mat4 viewMatrix;
+ mat4 projectionMatrix;
+ mat4 uncorrectedProjectionMatrix;
+ mat4 clipCorrectionMatrix;
+ mat4 viewProjectionMatrix;
+ mat4 inverseViewMatrix;
+ mat4 inverseProjectionMatrix;
+ mat4 inverseViewProjectionMatrix;
+ mat4 viewportMatrix;
+ mat4 inverseViewportMatrix;
+ vec4 textureTransformMatrix;
+ vec3 eyePosition;
+ float aspectRatio;
+ float gamma;
+ float exposure;
+ float time;
+};
+
+layout(location=0) 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;
+
+ vec3 result = lightIntensity * ka * texture(diffuseTexture, flipYTexCoord).rgb;
+ result += dsModel(flipYTexCoord);
+
+ fragColor = vec4(result, opacity * texture(diffuseTexture, flipYTexCoord).a);
+}
diff --git a/examples/qt3d/planets-qml/shaders/rhi/planetDSB.frag b/examples/qt3d/planets-qml/shaders/rhi/planetDSB.frag
new file mode 100644
index 000000000..78cae7b49
--- /dev/null
+++ b/examples/qt3d/planets-qml/shaders/rhi/planetDSB.frag
@@ -0,0 +1,134 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Copyright (C) 2017 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:BSD$
+** 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 https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** BSD License Usage
+** Alternatively, you may use this file under the terms of the BSD license
+** as follows:
+**
+** "Redistribution and use in source and binary forms, with or without
+** modification, are permitted provided that the following conditions are
+** met:
+** * Redistributions of source code must retain the above copyright
+** notice, this list of conditions and the following disclaimer.
+** * Redistributions in binary form must reproduce the above copyright
+** notice, this list of conditions and the following disclaimer in
+** the documentation and/or other materials provided with the
+** distribution.
+** * Neither the name of The Qt Company Ltd nor the names of its
+** contributors may be used to endorse or promote products derived
+** from this software without specific prior written permission.
+**
+**
+** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#version 450 core
+
+layout(std140, binding = 0) uniform qt3d_render_view_uniforms {
+ mat4 viewMatrix;
+ mat4 projectionMatrix;
+ mat4 uncorrectedProjectionMatrix;
+ mat4 clipCorrectionMatrix;
+ mat4 viewProjectionMatrix;
+ mat4 inverseViewMatrix;
+ mat4 inverseProjectionMatrix;
+ mat4 inverseViewProjectionMatrix;
+ mat4 viewportMatrix;
+ mat4 inverseViewportMatrix;
+ vec4 textureTransformMatrix;
+ vec3 eyePosition;
+ float aspectRatio;
+ float gamma;
+ float exposure;
+ float time;
+};
+
+layout(std140, binding = 2) uniform extras_uniforms {
+ float texCoordScale;
+ vec3 ka; // Ambient reflectivity
+ vec3 ks; // Specular reflectivity
+ float shininess; // Specular shininess factor
+ float opacity; // Alpha channel
+ vec3 lightPosition;
+ vec3 lightIntensity;
+};
+
+layout(binding=3) uniform sampler2D diffuseTexture;
+layout(binding=4) uniform sampler2D normalTexture;
+layout(binding=5) uniform sampler2D specularTexture;
+
+layout(location = 0) in vec3 lightDir;
+layout(location = 1) in vec3 viewDir;
+layout(location = 2) in vec2 texCoord;
+
+layout(location = 0) out vec4 fragColor;
+
+void dsbModel(const in vec3 norm, const in vec2 flipXTexCoord, out vec3 ambientAndDiff, out vec3 spec)
+{
+ // Reflection of light direction about normal
+ vec3 r = reflect(-lightDir, norm);
+
+ vec3 diffuseColor = texture(diffuseTexture, flipXTexCoord).rgb;
+ vec3 specularColor = texture(specularTexture, flipXTexCoord).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 flipXTexCoord = texCoord;
+ flipXTexCoord.x = 1.0 - texCoord.x;
+
+ // Sample the textures at the interpolated texCoords
+ vec4 normal = 2.0 * texture(normalTexture, flipXTexCoord) - vec4(1.0);
+
+ // Calculate the lighting model, keeping the specular component separate
+ vec3 ambientAndDiff, spec;
+ dsbModel(normalize(normal.xyz), flipXTexCoord, ambientAndDiff, spec);
+ vec3 result = ambientAndDiff + spec;
+
+ // Combine spec with ambient+diffuse for final fragment color
+ fragColor = vec4(result, opacity);
+}
diff --git a/examples/qt3d/planets-qml/shaders/rhi/planetDShadow.frag b/examples/qt3d/planets-qml/shaders/rhi/planetDShadow.frag
new file mode 100644
index 000000000..81f1d55e8
--- /dev/null
+++ b/examples/qt3d/planets-qml/shaders/rhi/planetDShadow.frag
@@ -0,0 +1,134 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Copyright (C) 2017 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:BSD$
+** 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 https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** BSD License Usage
+** Alternatively, you may use this file under the terms of the BSD license
+** as follows:
+**
+** "Redistribution and use in source and binary forms, with or without
+** modification, are permitted provided that the following conditions are
+** met:
+** * Redistributions of source code must retain the above copyright
+** notice, this list of conditions and the following disclaimer.
+** * Redistributions in binary form must reproduce the above copyright
+** notice, this list of conditions and the following disclaimer in
+** the documentation and/or other materials provided with the
+** distribution.
+** * Neither the name of The Qt Company Ltd nor the names of its
+** contributors may be used to endorse or promote products derived
+** from this software without specific prior written permission.
+**
+**
+** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#version 450 core
+layout(std140, binding = 0) uniform qt3d_render_view_uniforms {
+ mat4 viewMatrix;
+ mat4 projectionMatrix;
+ mat4 uncorrectedProjectionMatrix;
+ mat4 clipCorrectionMatrix;
+ mat4 viewProjectionMatrix;
+ mat4 inverseViewMatrix;
+ mat4 inverseProjectionMatrix;
+ mat4 inverseViewProjectionMatrix;
+ mat4 viewportMatrix;
+ mat4 inverseViewportMatrix;
+ vec4 textureTransformMatrix;
+ vec3 eyePosition;
+ float aspectRatio;
+ float gamma;
+ float exposure;
+ float time;
+};
+
+layout(std140, binding = 2) uniform extras_uniforms {
+ float texCoordScale;
+ vec3 ka; // Ambient reflectivity
+ vec3 ks; // Specular reflectivity
+ float shininess; // Specular shininess factor
+ float opacity; // Alpha channel
+ vec3 lightPosition;
+ vec3 lightIntensity;
+};
+
+layout(binding=3) uniform sampler2D diffuseTexture;
+layout(binding=4) uniform sampler2DShadow shadowMapTexture;
+
+layout(location = 3) in vec4 positionInLightSpace;
+
+layout(location = 0) in vec3 position;
+layout(location = 1) in vec3 normal;
+layout(location = 2) in vec2 texCoord;
+
+layout(location = 0)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 result = lightIntensity * ka * texture(diffuseTexture, flipYTexCoord).rgb;
+ 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/rhi/planetDShadow.vert b/examples/qt3d/planets-qml/shaders/rhi/planetDShadow.vert
new file mode 100644
index 000000000..e748e3fbb
--- /dev/null
+++ b/examples/qt3d/planets-qml/shaders/rhi/planetDShadow.vert
@@ -0,0 +1,99 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Copyright (C) 2017 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:BSD$
+** 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 https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** BSD License Usage
+** Alternatively, you may use this file under the terms of the BSD license
+** as follows:
+**
+** "Redistribution and use in source and binary forms, with or without
+** modification, are permitted provided that the following conditions are
+** met:
+** * Redistributions of source code must retain the above copyright
+** notice, this list of conditions and the following disclaimer.
+** * Redistributions in binary form must reproduce the above copyright
+** notice, this list of conditions and the following disclaimer in
+** the documentation and/or other materials provided with the
+** distribution.
+** * Neither the name of The Qt Company Ltd nor the names of its
+** contributors may be used to endorse or promote products derived
+** from this software without specific prior written permission.
+**
+**
+** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#version 450 core
+
+layout(location=0) in vec3 vertexPosition;
+layout(location=1) in vec3 vertexNormal;
+layout(location=2) in vec2 vertexTexCoord;
+
+layout(location = 3) out vec4 positionInLightSpace;
+
+layout(location = 0) out vec3 position;
+layout(location = 1) out vec3 normal;
+layout(location = 2) out vec2 texCoord;
+
+layout(std140, binding = 1) uniform qt3d_command_uniforms {
+ mat4 modelMatrix;
+ mat4 inverseModelMatrix;
+ mat4 modelViewMatrix;
+ mat3 modelNormalMatrix;
+ mat4 inverseModelViewMatrix;
+ mat4 modelViewProjection;
+ mat4 inverseModelViewProjectionMatrix;
+};
+
+layout(std140, binding = 2) uniform extras_uniforms {
+ float texCoordScale;
+ vec3 ka; // Ambient reflectivity
+ vec3 ks; // Specular reflectivity
+ float shininess; // Specular shininess factor
+ float opacity; // Alpha channel
+ vec3 lightPosition;
+ vec3 lightIntensity;
+ mat4 lightViewProjection;
+};
+
+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(modelNormalMatrix * vertexNormal);
+ position = vec3(modelViewMatrix * vec4(vertexPosition, 1.0));
+
+ gl_Position = modelViewProjection * vec4(vertexPosition, 1.0);
+}
diff --git a/examples/qt3d/planets-qml/shaders/rhi/shadowmap.frag b/examples/qt3d/planets-qml/shaders/rhi/shadowmap.frag
new file mode 100644
index 000000000..f14de2d0b
--- /dev/null
+++ b/examples/qt3d/planets-qml/shaders/rhi/shadowmap.frag
@@ -0,0 +1,55 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:BSD$
+** 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 https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** BSD License Usage
+** Alternatively, you may use this file under the terms of the BSD license
+** as follows:
+**
+** "Redistribution and use in source and binary forms, with or without
+** modification, are permitted provided that the following conditions are
+** met:
+** * Redistributions of source code must retain the above copyright
+** notice, this list of conditions and the following disclaimer.
+** * Redistributions in binary form must reproduce the above copyright
+** notice, this list of conditions and the following disclaimer in
+** the documentation and/or other materials provided with the
+** distribution.
+** * Neither the name of The Qt Company Ltd nor the names of its
+** contributors may be used to endorse or promote products derived
+** from this software without specific prior written permission.
+**
+**
+** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#version 450 core
+
+void main()
+{
+}
diff --git a/examples/qt3d/planets-qml/shaders/rhi/shadowmap.vert b/examples/qt3d/planets-qml/shaders/rhi/shadowmap.vert
new file mode 100644
index 000000000..e67cabd93
--- /dev/null
+++ b/examples/qt3d/planets-qml/shaders/rhi/shadowmap.vert
@@ -0,0 +1,68 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:BSD$
+** 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 https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** BSD License Usage
+** Alternatively, you may use this file under the terms of the BSD license
+** as follows:
+**
+** "Redistribution and use in source and binary forms, with or without
+** modification, are permitted provided that the following conditions are
+** met:
+** * Redistributions of source code must retain the above copyright
+** notice, this list of conditions and the following disclaimer.
+** * Redistributions in binary form must reproduce the above copyright
+** notice, this list of conditions and the following disclaimer in
+** the documentation and/or other materials provided with the
+** distribution.
+** * Neither the name of The Qt Company Ltd nor the names of its
+** contributors may be used to endorse or promote products derived
+** from this software without specific prior written permission.
+**
+**
+** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#version 450 core
+
+layout(location=0) in vec3 vertexPosition;
+
+layout(std140, binding = 1) uniform qt3d_command_uniforms {
+ mat4 modelMatrix;
+ mat4 inverseModelMatrix;
+ mat4 modelViewMatrix;
+ mat3 modelNormalMatrix;
+ mat4 inverseModelViewMatrix;
+ mat4 modelViewProjection;
+ mat4 inverseModelViewProjectionMatrix;
+};
+
+void main()
+{
+ gl_Position = modelViewProjection * vec4(vertexPosition, 1.0);
+}
diff --git a/examples/qt3d/planets-qml/shaders/rhi/sun.frag b/examples/qt3d/planets-qml/shaders/rhi/sun.frag
new file mode 100644
index 000000000..8f68eb977
--- /dev/null
+++ b/examples/qt3d/planets-qml/shaders/rhi/sun.frag
@@ -0,0 +1,77 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Copyright (C) 2017 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:BSD$
+** 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 https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** BSD License Usage
+** Alternatively, you may use this file under the terms of the BSD license
+** as follows:
+**
+** "Redistribution and use in source and binary forms, with or without
+** modification, are permitted provided that the following conditions are
+** met:
+** * Redistributions of source code must retain the above copyright
+** notice, this list of conditions and the following disclaimer.
+** * Redistributions in binary form must reproduce the above copyright
+** notice, this list of conditions and the following disclaimer in
+** the documentation and/or other materials provided with the
+** distribution.
+** * Neither the name of The Qt Company Ltd nor the names of its
+** contributors may be used to endorse or promote products derived
+** from this software without specific prior written permission.
+**
+**
+** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#version 450 core
+
+layout(binding=3) uniform sampler2D diffuseTexture;
+
+layout(location=0) in vec3 position;
+layout(location=1) in vec2 texCoord;
+
+layout(location = 0) out vec4 fragColor;
+
+vec4 dModel(const in vec2 flipYTexCoord)
+{
+ // Lookup diffuse
+ vec3 diffuseColor = texture(diffuseTexture, flipYTexCoord).rgb;
+
+ return vec4(diffuseColor, 1.0);
+}
+
+void main()
+{
+ vec2 flipYTexCoord = texCoord;
+ flipYTexCoord.y = 1.0 - texCoord.y;
+
+ vec4 result = dModel(flipYTexCoord);
+
+ fragColor = result;
+}
diff --git a/examples/qt3d/planets-qml/shaders/rhi/sun.vert b/examples/qt3d/planets-qml/shaders/rhi/sun.vert
new file mode 100644
index 000000000..ed9e713df
--- /dev/null
+++ b/examples/qt3d/planets-qml/shaders/rhi/sun.vert
@@ -0,0 +1,86 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Copyright (C) 2017 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:BSD$
+** 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 https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** BSD License Usage
+** Alternatively, you may use this file under the terms of the BSD license
+** as follows:
+**
+** "Redistribution and use in source and binary forms, with or without
+** modification, are permitted provided that the following conditions are
+** met:
+** * Redistributions of source code must retain the above copyright
+** notice, this list of conditions and the following disclaimer.
+** * Redistributions in binary form must reproduce the above copyright
+** notice, this list of conditions and the following disclaimer in
+** the documentation and/or other materials provided with the
+** distribution.
+** * Neither the name of The Qt Company Ltd nor the names of its
+** contributors may be used to endorse or promote products derived
+** from this software without specific prior written permission.
+**
+**
+** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#version 450 core
+
+
+layout(location=0) in vec3 vertexPosition;
+layout(location=1) in vec2 vertexTexCoord;
+
+layout(location=0) out vec3 position;
+layout(location=1) out vec2 texCoord;
+
+layout(std140, binding = 1) uniform qt3d_command_uniforms {
+ mat4 modelMatrix;
+ mat4 inverseModelMatrix;
+ mat4 modelViewMatrix;
+ mat3 modelNormalMatrix;
+ mat4 inverseModelViewMatrix;
+ mat4 modelViewProjection;
+ mat4 inverseModelViewProjectionMatrix;
+};
+
+layout(std140, binding = 2) uniform extras_uniforms {
+ float texCoordScale;
+ vec3 ka; // Ambient reflectivity
+ vec3 ks; // Specular reflectivity
+ float shininess; // Specular shininess factor
+ float opacity; // Alpha channel
+ vec3 lightPosition;
+ vec3 lightIntensity;
+};
+
+void main()
+{
+ texCoord = vertexTexCoord * texCoordScale;
+ position = vec3(modelViewMatrix * vec4(vertexPosition, 1.0));
+ gl_Position = modelViewProjection * vec4(vertexPosition, 1.0);
+}