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-rw-r--r--examples/qt3d/instanced-arrays-qml/gl3/instanced.vert51
1 files changed, 51 insertions, 0 deletions
diff --git a/examples/qt3d/instanced-arrays-qml/gl3/instanced.vert b/examples/qt3d/instanced-arrays-qml/gl3/instanced.vert
new file mode 100644
index 000000000..6cbab9d40
--- /dev/null
+++ b/examples/qt3d/instanced-arrays-qml/gl3/instanced.vert
@@ -0,0 +1,51 @@
+#version 150 core
+
+in vec3 vertexPosition;
+in vec3 vertexNormal;
+in vec3 pos;
+
+out vec3 position;
+out vec3 normal;
+out vec3 kd;
+
+uniform mat4 modelView;
+uniform mat3 modelViewNormal;
+uniform mat4 mvp;
+
+// Calculate RGB triplet from HSV
+vec3 hsvToRGB( float h, float s, float v )
+{
+ if ( s <= 0.0 )
+ return vec3( v );
+
+ h = h * 6.0;
+ float c = v * s;
+ float x = ( 1.0 - abs( ( mod( h, 2 ) - 1 ) ) ) * c;
+ float m = v - c;
+ float r = 0.0;
+ float g = 0.0;
+ float b = 0.0;
+
+ if ( h < 1.0 ) { r = c; g = x; b = 0.0;}
+ else if ( h < 2.0 ) { r = x; g = c; b = 0.0; }
+ else if ( h < 3.0 ) { r = 0.0; g = c; b = x; }
+ else if ( h < 4.0 ) { r = 0.0; g = x; b = c; }
+ else if ( h < 5.0 ) { r = x; g = 0.0; b = c; }
+ else { r = c; g = 0.0; b = x; }
+
+ return vec3( r + m, g + m, b + m );
+}
+
+void main()
+{
+ normal = normalize( modelViewNormal * vertexNormal );
+
+ vec3 offsetPos = vertexPosition + pos;
+ position = vec3(modelView * vec4(offsetPos, 1.0));
+
+ float hue = fract( pos.x / 10.0 );
+ float saturation = fract( pos.z / 20.0 );
+ kd = hsvToRGB( hue, saturation, 1.0 );
+
+ gl_Position = mvp * vec4(offsetPos, 1.0);
+}