diff options
author | Paul Lemire <paul.lemire@kdab.com> | 2016-04-11 14:58:17 +0200 |
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committer | Simon Hausmann <simon.hausmann@theqtcompany.com> | 2016-04-23 11:14:30 +0000 |
commit | 0542f1614aa6d50c4c9809fb0ce5f1adb5666d67 (patch) | |
tree | 77a1ed41c16262f5cc7aa9ddb2d66d3f9b61a719 /src/extras/shaders/es2/normaldiffusemap.vert | |
parent | 8677f62fa690efa29fbb6f870af1ea2b4e7111cf (diff) |
Move defaults and geometries out of Qt3DRender and into Qt3DExtras
QBoundingVolumeDebug has been disabled for now. Will be re-enabled later on.
Change-Id: Id6b0abab2ec2aa697330bd20d782f9d104d25d50
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'src/extras/shaders/es2/normaldiffusemap.vert')
-rw-r--r-- | src/extras/shaders/es2/normaldiffusemap.vert | 38 |
1 files changed, 38 insertions, 0 deletions
diff --git a/src/extras/shaders/es2/normaldiffusemap.vert b/src/extras/shaders/es2/normaldiffusemap.vert new file mode 100644 index 000000000..ecc689f69 --- /dev/null +++ b/src/extras/shaders/es2/normaldiffusemap.vert @@ -0,0 +1,38 @@ +attribute vec3 vertexPosition; +attribute vec3 vertexNormal; +attribute vec2 vertexTexCoord; +attribute vec4 vertexTangent; + +varying vec3 worldPosition; +varying vec2 texCoord; +varying mat3 tangentMatrix; + +uniform mat4 modelMatrix; +uniform mat3 modelNormalMatrix; +uniform mat4 projectionMatrix; +uniform mat4 mvp; + +uniform float texCoordScale; + +void main() +{ + // Pass through texture coordinates + texCoord = vertexTexCoord * texCoordScale; + + // Transform position, normal, and tangent to world coords + vec3 normal = normalize( modelNormalMatrix * vertexNormal ); + vec3 tangent = normalize( modelNormalMatrix * vertexTangent.xyz ); + worldPosition = vec3( modelMatrix * vec4( vertexPosition, 1.0 ) ); + + // Calculate binormal vector + vec3 binormal = normalize( cross( normal, tangent ) ); + + // Construct matrix to transform from eye coords to tangent space + tangentMatrix = mat3 ( + tangent.x, binormal.x, normal.x, + tangent.y, binormal.y, normal.y, + tangent.z, binormal.z, normal.z ); + + // Calculate vertex position in clip coordinates + gl_Position = mvp * vec4( vertexPosition, 1.0 ); +} |