diff options
author | Lorenz <Lorenz.Esch@tu-ilmenau.de> | 2015-03-06 22:31:39 +0100 |
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committer | Sean Harmer <sean.harmer@kdab.com> | 2015-03-11 13:19:36 +0000 |
commit | d0f29fee3ebfa916c2ee44ea805c8ebf6cc64bf9 (patch) | |
tree | 26a844492a2b95a97e308e624d7a40cbe3420c2e /src/render/shaders | |
parent | a21a41759f4fc115f34ce0891fedb255c4d32937 (diff) |
Add new material QPerVertexColorMaterial
The new QPerVertexColorMaterial class provides color per vertex rendering.
Change-Id: Idc87c21a07c2c8cd1ebfd5bed54c300c55e307ba
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'src/render/shaders')
-rw-r--r-- | src/render/shaders/es2/pervertexcolor.frag | 25 | ||||
-rw-r--r-- | src/render/shaders/es2/pervertexcolor.vert | 20 | ||||
-rw-r--r-- | src/render/shaders/gl3/pervertexcolor.frag | 29 | ||||
-rw-r--r-- | src/render/shaders/gl3/pervertexcolor.vert | 22 | ||||
-rw-r--r-- | src/render/shaders/pervertexcolor.frag | 29 | ||||
-rw-r--r-- | src/render/shaders/pervertexcolor.vert | 22 |
6 files changed, 147 insertions, 0 deletions
diff --git a/src/render/shaders/es2/pervertexcolor.frag b/src/render/shaders/es2/pervertexcolor.frag new file mode 100644 index 000000000..ff00557f3 --- /dev/null +++ b/src/render/shaders/es2/pervertexcolor.frag @@ -0,0 +1,25 @@ +#define FP highp + +uniform FP vec4 lightPosition; +uniform FP vec3 lightIntensity; + +varying FP vec3 position; +varying FP vec3 normal; +varying FP vec3 color; + +FP vec3 adModel( const FP vec3 pos, const FP vec3 n, const FP vec3 col ) +{ + // Calculate the vector from the light to the fragment + FP vec3 s = normalize( vec3( lightPosition ) - pos ); + + // Calculate the diffuse component + FP float diffuse = max( dot( s, n ), 0.0 ); + + // Combine the ambient and diffuse + return lightIntensity * ( col + col * diffuse ); +} + +void main() +{ + gl_FragColor = vec4( adModel( position, normalize( normal ) ), 1.0 ); +} diff --git a/src/render/shaders/es2/pervertexcolor.vert b/src/render/shaders/es2/pervertexcolor.vert new file mode 100644 index 000000000..e7303052b --- /dev/null +++ b/src/render/shaders/es2/pervertexcolor.vert @@ -0,0 +1,20 @@ +attribute vec3 vertexPosition; +attribute vec3 vertexNormal; +attribute vec3 vertexColor; + +varying vec3 position; +varying vec3 normal; +varying vec3 color; + +uniform mat4 modelView; +uniform mat3 modelViewNormal; +uniform mat4 mvp; + +void main() +{ + normal = normalize( modelViewNormal * vertexNormal ); + position = vec3( modelView * vec4( vertexPosition, 1.0 ) ); + color = vertexColor; + + gl_Position = mvp * vec4( vertexPosition, 1.0 ); +} diff --git a/src/render/shaders/gl3/pervertexcolor.frag b/src/render/shaders/gl3/pervertexcolor.frag new file mode 100644 index 000000000..a636781c4 --- /dev/null +++ b/src/render/shaders/gl3/pervertexcolor.frag @@ -0,0 +1,29 @@ +#version 150 core + +// TODO: Replace with a uniform block +uniform vec4 lightPosition; +uniform vec3 lightIntensity; + +in vec3 position; +in vec3 normal; +in vec3 color; + +out vec4 fragColor; + +vec3 adModel( const in vec3 pos, const in vec3 n, const in vec3 col ) +{ + // Calculate the vector from the light to the fragment + vec3 s = normalize( vec3( lightPosition ) - pos ); + + // Calculate the diffuse component + float diffuse = max( dot( s, n ), 0.0 ); + + // Combine the ambient and diffuse contributions + return lightIntensity * ( col + col * diffuse ); +} + +void main() +{ + fragColor = vec4( adModel( position, normalize( normal ), color ), 1.0 ); +} + diff --git a/src/render/shaders/gl3/pervertexcolor.vert b/src/render/shaders/gl3/pervertexcolor.vert new file mode 100644 index 000000000..b6b1a5da7 --- /dev/null +++ b/src/render/shaders/gl3/pervertexcolor.vert @@ -0,0 +1,22 @@ +#version 150 core + +in vec3 vertexPosition; +in vec3 vertexNormal; +in vec3 vertexColor; + +out vec3 position; +out vec3 normal; +out vec3 color; + +uniform mat4 modelView; +uniform mat3 modelViewNormal; +uniform mat4 mvp; + +void main() +{ + normal = normalize( modelViewNormal * vertexNormal ); + position = vec3( modelView * vec4( vertexPosition, 1.0 ) ); + color = vertexColor; + + gl_Position = mvp * vec4( vertexPosition, 1.0 ); +} diff --git a/src/render/shaders/pervertexcolor.frag b/src/render/shaders/pervertexcolor.frag new file mode 100644 index 000000000..a636781c4 --- /dev/null +++ b/src/render/shaders/pervertexcolor.frag @@ -0,0 +1,29 @@ +#version 150 core + +// TODO: Replace with a uniform block +uniform vec4 lightPosition; +uniform vec3 lightIntensity; + +in vec3 position; +in vec3 normal; +in vec3 color; + +out vec4 fragColor; + +vec3 adModel( const in vec3 pos, const in vec3 n, const in vec3 col ) +{ + // Calculate the vector from the light to the fragment + vec3 s = normalize( vec3( lightPosition ) - pos ); + + // Calculate the diffuse component + float diffuse = max( dot( s, n ), 0.0 ); + + // Combine the ambient and diffuse contributions + return lightIntensity * ( col + col * diffuse ); +} + +void main() +{ + fragColor = vec4( adModel( position, normalize( normal ), color ), 1.0 ); +} + diff --git a/src/render/shaders/pervertexcolor.vert b/src/render/shaders/pervertexcolor.vert new file mode 100644 index 000000000..b6b1a5da7 --- /dev/null +++ b/src/render/shaders/pervertexcolor.vert @@ -0,0 +1,22 @@ +#version 150 core + +in vec3 vertexPosition; +in vec3 vertexNormal; +in vec3 vertexColor; + +out vec3 position; +out vec3 normal; +out vec3 color; + +uniform mat4 modelView; +uniform mat3 modelViewNormal; +uniform mat4 mvp; + +void main() +{ + normal = normalize( modelViewNormal * vertexNormal ); + position = vec3( modelView * vec4( vertexPosition, 1.0 ) ); + color = vertexColor; + + gl_Position = mvp * vec4( vertexPosition, 1.0 ); +} |