diff options
author | Paul Lemire <paul.lemire@kdab.com> | 2020-11-26 08:14:37 +0100 |
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committer | Paul Lemire <paul.lemire@kdab.com> | 2020-11-26 14:31:45 +0100 |
commit | 4ad2efac3e734f72c0c8d0ff9739106728fe6c98 (patch) | |
tree | b076c1a96da7d4b6673f1db2669f7c8ffc7da230 /examples/qt3d/simplecustommaterial/shaders | |
parent | 44cae613ffa934cc358b97994a65c54a9bc2d8a6 (diff) |
simplecustommaterial example: add RHI support
Pick-to: 6.0 6.0.0
Change-Id: Id1dfc3c6a6f0c8090b5c5facc1a0dd9bb5a02bd6
Reviewed-by: Mike Krus <mike.krus@kdab.com>
Diffstat (limited to 'examples/qt3d/simplecustommaterial/shaders')
-rw-r--r-- | examples/qt3d/simplecustommaterial/shaders/gl45/simpleColor.frag | 14 | ||||
-rw-r--r-- | examples/qt3d/simplecustommaterial/shaders/gl45/simpleColor.vert | 23 |
2 files changed, 37 insertions, 0 deletions
diff --git a/examples/qt3d/simplecustommaterial/shaders/gl45/simpleColor.frag b/examples/qt3d/simplecustommaterial/shaders/gl45/simpleColor.frag new file mode 100644 index 000000000..f2658621d --- /dev/null +++ b/examples/qt3d/simplecustommaterial/shaders/gl45/simpleColor.frag @@ -0,0 +1,14 @@ +#version 450 core + +layout(std140, binding = 2) uniform custom_uniforms { + vec3 maincolor; +}; + +layout(location = 0) out vec4 fragColor; + +void main() +{ + //output color from material + fragColor = vec4(maincolor,1.0); +} + diff --git a/examples/qt3d/simplecustommaterial/shaders/gl45/simpleColor.vert b/examples/qt3d/simplecustommaterial/shaders/gl45/simpleColor.vert new file mode 100644 index 000000000..46948167a --- /dev/null +++ b/examples/qt3d/simplecustommaterial/shaders/gl45/simpleColor.vert @@ -0,0 +1,23 @@ +#version 450 core + +layout(location = 0) in vec3 vertexPosition; +layout(location = 0) out vec3 worldPosition; + +layout(std140, binding = 1) uniform qt3d_command_uniforms { + mat4 modelMatrix; + mat4 inverseModelMatrix; + mat4 modelViewMatrix; + mat3 modelNormalMatrix; + mat4 inverseModelViewMatrix; + mat4 modelViewProjection; + mat4 inverseModelViewProjectionMatrix; +}; + +void main() +{ + // Transform position, normal, and tangent to world coords + worldPosition = vec3(modelMatrix * vec4(vertexPosition, 1.0)); + + // Calculate vertex position in clip coordinates + gl_Position = modelViewProjection * vec4(worldPosition, 1.0); +} |