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authorLaszlo Agocs <laszlo.agocs@theqtcompany.com>2015-03-04 16:05:02 +0100
committerLaszlo Agocs <laszlo.agocs@theqtcompany.com>2015-03-04 15:21:01 +0000
commitc82207d54c76d8b66be010bfa63e45f9507891fa (patch)
tree8d112e96bc1fa42dbc49907f53d71fa5b893869a /examples/wave/shaders/ribbonwireframe.frag
parent8bff6813ee2e7a59d27bd8639dc9a6e23287a0c8 (diff)
Move the examples under a qt3d subdir
Modules cannot have their examples in the top-level examples directory because in the pre-built packages all modules' examples are merged together. Change-Id: I80fdbb8f1ec6f3d8fd793e4d856e705000237127 Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Diffstat (limited to 'examples/wave/shaders/ribbonwireframe.frag')
-rw-r--r--examples/wave/shaders/ribbonwireframe.frag98
1 files changed, 0 insertions, 98 deletions
diff --git a/examples/wave/shaders/ribbonwireframe.frag b/examples/wave/shaders/ribbonwireframe.frag
deleted file mode 100644
index 659f00a8a..000000000
--- a/examples/wave/shaders/ribbonwireframe.frag
+++ /dev/null
@@ -1,98 +0,0 @@
-#version 330 core
-
-in WireframeVertex {
- vec3 position;
- vec3 normal;
- noperspective vec4 edgeA;
- noperspective vec4 edgeB;
- flat int configuration;
-} fs_in;
-
-out vec4 fragColor;
-
-uniform struct LightInfo {
- vec4 position;
- vec3 intensity;
-} light;
-
-uniform struct LineInfo {
- float width;
- vec4 color;
-} line;
-
-uniform vec3 ka; // Ambient reflectivity
-uniform vec3 kd; // Diffuse reflectivity
-
-vec3 rimLightModel( const in vec3 pos, const in vec3 n )
-{
- // Calculate the vector from the light to the fragment
- vec3 s = normalize( vec3( light.position ) - pos );
-
- // Calculate the vector from the fragment to the eye position (the
- // origin since this is in "eye" or "camera" space
- vec3 v = normalize( -pos );
-
- // Refleft the light beam using the normal at this fragment
- vec3 r = reflect( -s, n );
-
- // Calculate the diffuse component, which for rim lighting it 1 minus s dot n
- // rather than s dot n as for standard diffuse lighting
- float sDotN = dot( s, n );
- vec3 diffuse = vec3( 1.0 - max( sDotN, 0.0 ) );
-
- // Combine the ambient, diffuse and specular contributions
- return light.intensity * ( ka + kd * diffuse );
-}
-
-vec4 shadeLine( const in vec4 color )
-{
- // Find the smallest distance between the fragment and a triangle edge
- float d;
- if ( fs_in.configuration == 0 ) {
- // Common configuration
- d = min( fs_in.edgeA.x, fs_in.edgeA.y );
- d = min( d, fs_in.edgeA.z );
- } else {
- // Handle configuration where screen space projection breaks down
- // Compute and compare the squared distances
- vec2 AF = gl_FragCoord.xy - fs_in.edgeA.xy;
- float sqAF = dot( AF, AF );
- float AFcosA = dot( AF, fs_in.edgeA.zw );
- d = abs( sqAF - AFcosA * AFcosA );
-
- vec2 BF = gl_FragCoord.xy - fs_in.edgeB.xy;
- float sqBF = dot( BF, BF );
- float BFcosB = dot( BF, fs_in.edgeB.zw );
- d = min( d, abs( sqBF - BFcosB * BFcosB ) );
-
- // Only need to care about the 3rd edge for some configurations.
- if ( fs_in.configuration == 1 ||
- fs_in.configuration == 2 ||
- fs_in.configuration == 4 ) {
- float AFcosA0 = dot( AF, normalize( fs_in.edgeB.xy - fs_in.edgeA.xy ) );
- d = min( d, abs( sqAF - AFcosA0 * AFcosA0 ) );
- }
-
- d = sqrt( d );
- }
-
- // Blend between line color and shaded color
- float mixVal;
- if ( d < line.width - 1.0 ) {
- mixVal = 1.0;
- } else if ( d > line.width + 1.0 ) {
- mixVal = 0.0;
- } else {
- float x = d - ( line.width - 1.0 );
- mixVal = exp2( -2.0 * ( x * x ) );
- }
-
- return mix( color, line.color, mixVal );
-}
-
-void main()
-{
- vec3 n = gl_FrontFacing ? fs_in.normal : -fs_in.normal;
- vec4 color = vec4( rimLightModel( fs_in.position, normalize( n ) ), 1.0 );
- fragColor = shadeLine( color );
-}