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-rw-r--r--examples/qt3d/advancedcustommaterial/shaders/es2/water.vert25
1 files changed, 5 insertions, 20 deletions
diff --git a/examples/qt3d/advancedcustommaterial/shaders/es2/water.vert b/examples/qt3d/advancedcustommaterial/shaders/es2/water.vert
index 1a7d46a46..76dd3f8c0 100644
--- a/examples/qt3d/advancedcustommaterial/shaders/es2/water.vert
+++ b/examples/qt3d/advancedcustommaterial/shaders/es2/water.vert
@@ -6,12 +6,13 @@ attribute FP vec2 vertexTexCoord;
attribute FP vec4 vertexTangent;
varying FP vec3 worldPosition;
+varying FP vec3 worldNormal;
+varying FP vec4 worldTangent;
varying FP vec2 texCoord;
varying FP vec2 movtexCoord;
varying FP vec2 multexCoord;
varying FP vec2 waveTexCoord;
varying FP vec2 skyTexCoord;
-varying FP mat3 tangentMatrix;
varying FP vec3 vpos;
uniform FP mat4 modelMatrix;
@@ -42,25 +43,9 @@ void main()
// Transform position, normal, and tangent to world coords
worldPosition = vec3(modelMatrix * vec4(vertexPosition, 1.0));
- FP vec3 normal = normalize(modelNormalMatrix * vertexNormal);
- FP vec3 tangent = normalize(vec3(modelMatrix * vec4(vertexTangent.xyz, 0.0)));
-
- // Make the tangent truly orthogonal to the normal by using Gram-Schmidt.
- // This allows to build the tangentMatrix below by simply transposing the
- // tangent -> world space matrix (which would now be orthogonal)
- tangent = normalize(tangent - dot(tangent, normal) * normal);
-
- // Calculate binormal vector. No "real" need to renormalize it,
- // as built by crossing two normal vectors.
- // To orient the binormal correctly, use the fourth coordinate of the tangent,
- // which is +1 for a right hand system, and -1 for a left hand system.
- FP vec3 binormal = cross(normal, tangent) * vertexTangent.w;
-
- // 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);
+ worldNormal = normalize(modelNormalMatrix * vertexNormal);
+ worldTangent.xyz = normalize(vec3(modelMatrix * vec4(vertexTangent.xyz, 0.0)));
+ worldTangent.w = vertexTangent.w;
// Calculate animated vertex positions