diff options
Diffstat (limited to 'demos/cubehouse/shaders')
-rw-r--r-- | demos/cubehouse/shaders/depth.frag | 50 | ||||
-rw-r--r-- | demos/cubehouse/shaders/depth.vert | 75 | ||||
-rw-r--r-- | demos/cubehouse/shaders/depthTestShader.frag | 91 | ||||
-rw-r--r-- | demos/cubehouse/shaders/depthTestShader.vert | 91 | ||||
-rw-r--r-- | demos/cubehouse/shaders/objectlineartexgen.frag | 52 | ||||
-rw-r--r-- | demos/cubehouse/shaders/objectlineartexgen.vert | 63 |
6 files changed, 422 insertions, 0 deletions
diff --git a/demos/cubehouse/shaders/depth.frag b/demos/cubehouse/shaders/depth.frag new file mode 100644 index 000000000..939cfc954 --- /dev/null +++ b/demos/cubehouse/shaders/depth.frag @@ -0,0 +1,50 @@ +/**************************************************************************** +** +** 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. +** +** +** +** +** +** +** +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +varying float depth; + +void main(void) +{ + float stupidMathsDepth = depth; + stupidMathsDepth = (stupidMathsDepth + 10.0) / 20.0; +// gl_FragColor = vec4(vec3(stupidMathsDepth), 1.0); + gl_FragColor = vec4(1.0, 0.0, 1.0, 1.0); +}; diff --git a/demos/cubehouse/shaders/depth.vert b/demos/cubehouse/shaders/depth.vert new file mode 100644 index 000000000..8e13193b9 --- /dev/null +++ b/demos/cubehouse/shaders/depth.vert @@ -0,0 +1,75 @@ +/**************************************************************************** +** +** 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. +** +** +** +** +** +** +** +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +attribute highp vec4 vertex; +varying float depth; +uniform highp mat4 qt_ModelViewMatrix; +uniform highp mat4 qt_ProjectionMatrix; + +attribute highp vec4 texCoords; + +uniform highp mat4 cameraCombinedMatrix; +uniform highp mat4 cameraModelViewMatrix; +uniform highp mat4 cameraProjectionMatrix; + +uniform highp mat4 lightCombinedMatrix; + +varying highp vec4 qt_TexCoord0; +varying highp vec4 onScreenPosition; +varying highp vec4 lightScreenPosition; +varying highp vec4 worldSpaceVertex; + +void main(void) +{ + qt_TexCoord0 = texCoords; + + // qt_ProjectionMatrix == cameraProjectionMatrix +// onScreenPosition = qt_ProjectionMatrix * qt_ModelViewMatrix * vertex; +//onScreenPosition = cameraProjectionMatrix * qt_ModelViewMatrix * vertex; + + onScreenPosition = cameraProjectionMatrix + * cameraModelViewMatrix +// * qt_ModelViewMatrix + * vertex; + depth = onScreenPosition.z; + + gl_Position = onScreenPosition; +}; 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); + +}; diff --git a/demos/cubehouse/shaders/depthTestShader.vert b/demos/cubehouse/shaders/depthTestShader.vert new file mode 100644 index 000000000..6f640c875 --- /dev/null +++ b/demos/cubehouse/shaders/depthTestShader.vert @@ -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. +** +** +** +** +** +** +** +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +attribute highp vec4 vertex; +attribute highp vec4 texCoords; + +uniform highp mat4 matrix; +uniform highp mat4 qt_ProjectionMatrix; +uniform highp mat4 qt_ModelViewMatrix; + +uniform highp mat4 cameraCombinedMatrix; +uniform highp mat4 lightCombinedMatrix; + +uniform highp mat4 cameraModelViewMatrix; +uniform highp mat4 inverseCameraModelViewMatrix; +uniform highp mat4 lightModelViewMatrix; + +uniform highp mat4 cameraProjectionMatrix; +uniform highp mat4 lightProjectionMatrix; + +varying highp vec4 qt_TexCoord0; +varying highp vec4 onScreenPosition; +varying highp vec4 lightScreenPosition; +varying highp vec4 worldSpaceVertex; +varying float lightDepth; +varying float actualDepth; + +void main(void) +{ + qt_TexCoord0 = texCoords; +// onScreenPosition = matrix * vertex; +//onScreenPosition = cameraCombinedMatrix * vertex; // works + onScreenPosition = qt_ProjectionMatrix * + qt_ModelViewMatrix + * vertex; + + highp vec4 worldPosition = inverseCameraModelViewMatrix * + qt_ModelViewMatrix * vertex; + +// lightScreenPosition = lightCombinedMatrix * vertex; +// lightScreenPosition = lightCombinedMatrix * worldPosition; + lightScreenPosition = lightProjectionMatrix * lightModelViewMatrix * vertex; + lightDepth = lightScreenPosition.z; + + actualDepth = onScreenPosition.z; + + worldSpaceVertex = vertex; + +// gl_Position = qt_ProjectionMatrix * worldPosition; +//gl_Position = onScreenPosition; +gl_Position = onScreenPosition; +// gl_Position = lightScreenPosition; +}; diff --git a/demos/cubehouse/shaders/objectlineartexgen.frag b/demos/cubehouse/shaders/objectlineartexgen.frag new file mode 100644 index 000000000..a4439f28a --- /dev/null +++ b/demos/cubehouse/shaders/objectlineartexgen.frag @@ -0,0 +1,52 @@ +/**************************************************************************** +** +** 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. +** +** +** +** +** +** +** +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +uniform sampler2D texture; +varying highp vec4 texCoord; +varying float facingProjector; + +void main(void) +{ + vec2 clampedCoords = texCoord.st; + clampedCoords = clamp(texCoord.st, vec2(0.0), vec2(1.0)); + vec4 textureColor = texture2D(texture, clampedCoords); + gl_FragColor = vec4(textureColor.rgb * facingProjector, 1.0); +}; diff --git a/demos/cubehouse/shaders/objectlineartexgen.vert b/demos/cubehouse/shaders/objectlineartexgen.vert new file mode 100644 index 000000000..b78b938c5 --- /dev/null +++ b/demos/cubehouse/shaders/objectlineartexgen.vert @@ -0,0 +1,63 @@ +/**************************************************************************** +** +** 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. +** +** +** +** +** +** +** +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +attribute highp vec4 qt_Vertex; +attribute highp vec4 qt_Normal; +uniform highp mat3 qt_NormalMatrix; +uniform highp mat4 qt_ModelViewProjectionMatrix; + +uniform highp mat4 objectLinearTexgenMatrix; +uniform highp vec4 projectorDirection; + +varying highp vec4 texCoord; +varying float facingProjector; + +void main(void) +{ + texCoord = objectLinearTexgenMatrix * qt_Vertex; + vec4 normal = normalize(vec4(qt_NormalMatrix * vec3(qt_Vertex), qt_Vertex.w)); + // We're facing the projector if the normal and projector direction + // are pointing in opposite directions, i.e. if their dot product + // is negative. + facingProjector = -dot(normalize(normal), normalize(projectorDirection)); + facingProjector = clamp(facingProjector, 0.0, 1.0); + gl_Position = qt_ModelViewProjectionMatrix * qt_Vertex; +}; |