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-rw-r--r--examples/qt3d/advancedcustommaterial/shaders/es2/water.frag12
-rw-r--r--examples/qt3d/advancedcustommaterial/shaders/es2/water.vert25
-rw-r--r--examples/qt3d/advancedcustommaterial/shaders/gl3/water.frag14
-rw-r--r--examples/qt3d/advancedcustommaterial/shaders/gl3/water.vert25
4 files changed, 30 insertions, 46 deletions
diff --git a/examples/qt3d/advancedcustommaterial/shaders/es2/water.frag b/examples/qt3d/advancedcustommaterial/shaders/es2/water.frag
index ea54a87f1..4a417ab34 100644
--- a/examples/qt3d/advancedcustommaterial/shaders/es2/water.frag
+++ b/examples/qt3d/advancedcustommaterial/shaders/es2/water.frag
@@ -1,6 +1,8 @@
#define FP highp
varying FP vec3 worldPosition;
+varying FP vec3 worldNormal;
+varying FP vec4 worldTangent;
varying FP vec2 texCoord;
varying FP vec2 waveTexCoord;
varying FP vec2 movtexCoord;
@@ -9,7 +11,6 @@ varying FP vec2 skyTexCoord;
varying FP vec3 vpos;
-varying FP mat3 tangentMatrix;
varying FP vec3 color;
uniform FP sampler2D diffuseTexture;
@@ -30,6 +31,7 @@ uniform FP float normalAmount;
uniform FP vec3 eyePosition;
#pragma include light.inc.frag
+#pragma include coordinatesystems.inc
void main()
{
@@ -50,16 +52,20 @@ void main()
// 2 Animated Layers of specularTexture mixed with the newCoord
FP vec4 specularTextureColor = texture2D( specularTexture, multexCoord+newCoord) + (texture2D( specularTexture, movtexCoord+newCoord ));
// 2 Animated Layers of normalTexture mixed with the newCoord
- FP vec3 normal = normalAmount * texture2D( normalTexture, movtexCoord+newCoord ).rgb - vec3( 1.0 )+(normalAmount * texture2D( normalTexture, multexCoord+newCoord ).rgb - vec3( 1.0 ));
+ FP vec3 tNormal = normalAmount * texture2D( normalTexture, movtexCoord+newCoord ).rgb - vec3( 1.0 )+(normalAmount * texture2D( normalTexture, multexCoord+newCoord ).rgb - vec3( 1.0 ));
// Animated skyTexture layer
FP vec4 skycolor = texture2D(skyTexture, skyTexCoord);
skycolor = skycolor * 0.4;
//Animated foamTexture layer
FP vec4 foamTextureColor = texture2D(foamTexture, texCoord);
+ FP mat3 tangentMatrix = calcWorldSpaceToTangentSpaceMatrix(worldNormal, worldTangent);
+ FP mat3 invertTangentMatrix = transpose(tangentMatrix);
+ FP vec3 wNormal = normalize(invertTangentMatrix * tNormal);
+
// Calculate the lighting model, keeping the specular component separate
FP vec3 diffuseColor, specularColor;
- adsModelNormalMapped(worldPosition, normal, eyePosition, shininess, tangentMatrix, diffuseColor, specularColor);
+ adsModel(worldPosition, wNormal, eyePosition, shininess, diffuseColor, specularColor);
// Combine final fragment color
FP vec4 outputColor = vec4(((skycolor.rgb + ka + diffuseTextureColor.rgb * (diffuseColor))+(specularColor * specularTextureColor.a*specularity)), vpos.y );
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
diff --git a/examples/qt3d/advancedcustommaterial/shaders/gl3/water.frag b/examples/qt3d/advancedcustommaterial/shaders/gl3/water.frag
index 9657cc63a..de6e87281 100644
--- a/examples/qt3d/advancedcustommaterial/shaders/gl3/water.frag
+++ b/examples/qt3d/advancedcustommaterial/shaders/gl3/water.frag
@@ -1,6 +1,8 @@
#version 150 core
in vec3 worldPosition;
+in vec3 worldNormal;
+in vec4 worldTangent;
in vec2 texCoord;
in vec2 waveTexCoord;
in vec2 movtexCoord;
@@ -9,7 +11,6 @@ in vec2 skyTexCoord;
in vec3 vpos;
-in mat3 tangentMatrix;
in vec3 color;
uniform sampler2D diffuseTexture;
@@ -32,6 +33,7 @@ uniform vec3 eyePosition;
out vec4 fragColor;
#pragma include light.inc.frag
+#pragma include coordinatesystems.inc
void main()
{
@@ -52,16 +54,22 @@ void main()
// 2 Animated Layers of specularTexture mixed with the newCoord
vec4 specularTextureColor = texture( specularTexture, multexCoord+newCoord) + (texture( specularTexture, movtexCoord+newCoord ));
// 2 Animated Layers of normalTexture mixed with the newCoord
- vec3 normal = normalAmount * texture( normalTexture, movtexCoord+newCoord ).rgb - vec3( 1.0 )+(normalAmount * texture( normalTexture, multexCoord+newCoord ).rgb - vec3( 1.0 ));
+ vec3 tNormal = normalAmount * texture( normalTexture, movtexCoord+newCoord ).rgb - vec3( 1.0 )+(normalAmount * texture( normalTexture, multexCoord+newCoord ).rgb - vec3( 1.0 ));
// Animated skyTexture layer
vec4 skycolor = texture(skyTexture, skyTexCoord);
skycolor = skycolor * 0.4;
//Animated foamTexture layer
vec4 foamTextureColor = texture(foamTexture, texCoord);
+ mat3 tangentMatrix = calcWorldSpaceToTangentSpaceMatrix(worldNormal, worldTangent);
+ mat3 invertTangentMatrix = transpose(tangentMatrix);
+
+ vec3 wNormal = normalize(invertTangentMatrix * tNormal);
+
+
// Calculate the lighting model, keeping the specular component separate
vec3 diffuseColor, specularColor;
- adsModelNormalMapped(worldPosition, normal, eyePosition, shininess, tangentMatrix, diffuseColor, specularColor);
+ adsModel(worldPosition, wNormal, eyePosition, shininess, diffuseColor, specularColor);
// Combine final fragment color
vec4 outputColor = vec4(((skycolor.rgb + ka + diffuseTextureColor.rgb * (diffuseColor))+(specularColor * specularTextureColor.a*specularity)), vpos.y );
diff --git a/examples/qt3d/advancedcustommaterial/shaders/gl3/water.vert b/examples/qt3d/advancedcustommaterial/shaders/gl3/water.vert
index a4ddcf62b..3af37e9a5 100644
--- a/examples/qt3d/advancedcustommaterial/shaders/gl3/water.vert
+++ b/examples/qt3d/advancedcustommaterial/shaders/gl3/water.vert
@@ -6,12 +6,13 @@ in vec2 vertexTexCoord;
in vec4 vertexTangent;
out vec3 worldPosition;
+out vec3 worldNormal;
+out vec4 worldTangent;
out vec2 texCoord;
out vec2 movtexCoord;
out vec2 multexCoord;
out vec2 waveTexCoord;
out vec2 skyTexCoord;
-out mat3 tangentMatrix;
out vec3 vpos;
uniform mat4 modelMatrix;
@@ -42,25 +43,9 @@ void main()
// Transform position, normal, and tangent to world coords
worldPosition = vec3(modelMatrix * vec4(vertexPosition, 1.0));
- vec3 normal = normalize(modelNormalMatrix * vertexNormal);
- 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.
- 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