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Diffstat (limited to 'demos/cubehouse/shaders/depthTestShader.frag')
-rw-r--r-- | demos/cubehouse/shaders/depthTestShader.frag | 91 |
1 files changed, 91 insertions, 0 deletions
diff --git a/demos/cubehouse/shaders/depthTestShader.frag b/demos/cubehouse/shaders/depthTestShader.frag new file mode 100644 index 000000000..b2c6957b1 --- /dev/null +++ b/demos/cubehouse/shaders/depthTestShader.frag @@ -0,0 +1,91 @@ +/**************************************************************************** +** +** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies). +** All rights reserved. +** Contact: Nokia Corporation (qt-info@nokia.com) +** +** This file is part of the QtQuick3D module of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:LGPL$ +** No Commercial Usage +** This file contains pre-release code and may not be distributed. +** You may use this file in accordance with the terms and conditions +** contained in the Technology Preview License Agreement accompanying +** this package. +** +** GNU Lesser General Public License Usage +** Alternatively, this file may be used under the terms of the GNU Lesser +** General Public License version 2.1 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPL included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 2.1 requirements +** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. +** +** In addition, as a special exception, Nokia gives you certain additional +** rights. These rights are described in the Nokia Qt LGPL Exception +** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. +** +** If you have questions regarding the use of this file, please contact +** Nokia at qt-info@nokia.com. +** +** +** +** +** +** +** +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +// This is equivilent to GL_REPLACE +varying highp vec4 qt_TexCoord0; + +uniform mediump sampler2D texture; +uniform mediump mat4 textureMatrix; +varying highp vec4 onScreenPosition; +varying highp vec4 lightScreenPosition; +varying highp vec4 worldSpaceVertex; +varying float lightDepth; +varying float actualDepth; + +void main(void) +{ + + // I should be able to build a matrix to do this: +// vec4 normalizedOnScreenPosition = (onScreenPosition + 5.0) / 10.0; +vec4 normalizedLightScreenPosition = (((lightScreenPosition +//+ lightScreenPosition.w +) / lightScreenPosition.w ) + 1.0) / 2.0; + +// float lightMapDepth = texture2D(texture, normalizedLightScreenPosition.st).z; + float lightMapDepth = texture2D(texture, normalizedLightScreenPosition.st ).z; +// gl_FragColor = vec4(lightMapDepth, lightMapDepth, lightMapDepth, 1.0); + +// gl_FragColor = vec4(normalizedLightScreenPosition.st,0.0,1.0); + +// float lightActualDepth = normalizedLightScreenPosition.z; + float lightActualDepth = lightDepth; +// gl_FragColor = vec4(lightActualDepth, lightActualDepth, lightActualDepth, 1.0); + float lightActualDepthWithStupidMaths = (lightActualDepth + 10.0) / 20.0; + float lightDepthWithStupidMaths = (lightDepth + 10.0) / 20.0; +// gl_FragColor = vec4(vec3(lightActualDepthWithStupidMaths), 1.0); + + +// if (lightActualDepthWithStupidMaths > lightMapDepth ) +// gl_FragColor = vec4(0.2, 0.2, 0.2, 1.0); +// else + gl_FragColor = vec4(1.0, 1.0, 0.5, 1.0); + + +// gl_FragColor = vec4(lightDepthWithStupidMaths, lightDepthWithStupidMaths, lightDepthWithStupidMaths, 1.0); + + +//float stupidMathslightDepth = (lightDepth + 10.0) / 20; +//gl_FragColor = vec4(stupidMathslightDepth, stupidMathslightDepth, stupidMathslightDepth, 1.0); + +//float stupidMathsActualDepth = (actualDepth + 10.0) / 20.0; +//gl_FragColor = vec4(stupidMathsActualDepth, stupidMathsActualDepth, stupidMathsActualDepth, 1.0); + +}; |