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-rw-r--r--demos/cubehouse/shaders/depth.frag50
-rw-r--r--demos/cubehouse/shaders/depth.vert75
-rw-r--r--demos/cubehouse/shaders/depthTestShader.frag91
-rw-r--r--demos/cubehouse/shaders/depthTestShader.vert91
-rw-r--r--demos/cubehouse/shaders/objectlineartexgen.frag52
-rw-r--r--demos/cubehouse/shaders/objectlineartexgen.vert63
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;
+};