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-rw-r--r--examples/qt3d/instanced-arrays-qml/gl45/instanced.frag43
-rw-r--r--examples/qt3d/instanced-arrays-qml/gl45/instanced.vert57
2 files changed, 100 insertions, 0 deletions
diff --git a/examples/qt3d/instanced-arrays-qml/gl45/instanced.frag b/examples/qt3d/instanced-arrays-qml/gl45/instanced.frag
new file mode 100644
index 000000000..cef57acc8
--- /dev/null
+++ b/examples/qt3d/instanced-arrays-qml/gl45/instanced.frag
@@ -0,0 +1,43 @@
+#version 450 core
+
+layout(location = 0) in vec3 position;
+layout(location = 1) in vec3 normal;
+layout(location = 2) in vec3 kd; // Diffuse reflectivity
+
+const vec4 lightPosition = vec4( 0.0, 0.0, 0.0, 1.0 );
+const vec3 lightIntensity = vec3( 1.0, 1.0, 1.0 );
+
+const vec3 ka = vec3(0.1); // Ambient reflectivity
+const vec3 ks = vec3( 1.0, 1.0, 1.0 ); // Specular reflectivity
+const float shininess = 150.0; // Specular shininess factor
+
+layout(location = 0) out vec4 fragColor;
+
+vec3 adsModel( const in vec3 pos, const in vec3 n )
+{
+ // Calculate the vector from the light to the fragment
+ vec3 s = normalize( vec3( lightPosition ) - pos );
+
+ // Calculate the vector from the fragment to the eye position
+ // (origin since this is in "eye" or "camera" space)
+ vec3 v = normalize( -pos );
+
+ // Reflect the light beam using the normal at this fragment
+ vec3 r = reflect( -s, n );
+
+ // Calculate the diffuse component
+ float diffuse = max( dot( s, n ), 0.0 );
+
+ // Calculate the specular component
+ float specular = 0.0;
+ if ( dot( s, n ) > 0.0 )
+ specular = pow( max( dot( r, v ), 0.0 ), shininess );
+
+ // Combine the ambient, diffuse and specular contributions
+ return lightIntensity * ( ka + kd * diffuse + ks * specular );
+}
+
+void main()
+{
+ fragColor = vec4( adsModel( position, normalize( normal ) ), 1.0 );
+}
diff --git a/examples/qt3d/instanced-arrays-qml/gl45/instanced.vert b/examples/qt3d/instanced-arrays-qml/gl45/instanced.vert
new file mode 100644
index 000000000..bf3ba165b
--- /dev/null
+++ b/examples/qt3d/instanced-arrays-qml/gl45/instanced.vert
@@ -0,0 +1,57 @@
+#version 450 core
+
+layout(location = 0) in vec3 vertexPosition;
+layout(location = 1) in vec3 vertexNormal;
+layout(location = 2) in vec3 pos;
+
+layout(location = 0) out vec3 position;
+layout(location = 1) out vec3 normal;
+layout(location = 2) out vec3 kd;
+
+layout(std140, binding = 1) uniform qt3d_command_uniforms {
+ mat4 modelMatrix;
+ mat4 inverseModelMatrix;
+ mat4 modelViewMatrix;
+ mat3 modelNormalMatrix;
+ mat4 inverseModelViewMatrix;
+ mat4 modelViewProjection;
+ mat4 inverseModelViewProjectionMatrix;
+};
+
+// 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( modelNormalMatrix * vertexNormal );
+
+ vec3 offsetPos = vertexPosition + pos;
+ position = vec3(modelViewMatrix * 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 = modelViewProjection * vec4(offsetPos, 1.0);
+}