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Diffstat (limited to 'examples/qt3d/planets-qml/shaders/rhi/planetDB.vert')
-rw-r--r-- | examples/qt3d/planets-qml/shaders/rhi/planetDB.vert | 131 |
1 files changed, 131 insertions, 0 deletions
diff --git a/examples/qt3d/planets-qml/shaders/rhi/planetDB.vert b/examples/qt3d/planets-qml/shaders/rhi/planetDB.vert new file mode 100644 index 000000000..627ae0081 --- /dev/null +++ b/examples/qt3d/planets-qml/shaders/rhi/planetDB.vert @@ -0,0 +1,131 @@ +/**************************************************************************** +** +** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). +** Copyright (C) 2017 The Qt Company Ltd. +** Contact: https://www.qt.io/licensing/ +** +** This file is part of the Qt3D module of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:BSD$ +** Commercial License Usage +** Licensees holding valid commercial Qt licenses may use this file in +** accordance with the commercial license agreement provided with the +** Software or, alternatively, in accordance with the terms contained in +** a written agreement between you and The Qt Company. For licensing terms +** and conditions see https://www.qt.io/terms-conditions. For further +** information use the contact form at https://www.qt.io/contact-us. +** +** BSD License Usage +** Alternatively, you may use this file under the terms of the BSD license +** as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#version 450 core + +layout(location=0) in vec3 vertexPosition; +layout(location=1) in vec3 vertexNormal; +layout(location=2) in vec2 vertexTexCoord; +layout(location=3) in vec4 vertexTangent; + +layout(location=0) out vec3 lightDir; +layout(location=1) out vec3 viewDir; +layout(location=2) out vec2 texCoord; + + +layout(std140, binding = 0) uniform qt3d_render_view_uniforms { + mat4 viewMatrix; + mat4 projectionMatrix; + mat4 uncorrectedProjectionMatrix; + mat4 clipCorrectionMatrix; + mat4 viewProjectionMatrix; + mat4 inverseViewMatrix; + mat4 inverseProjectionMatrix; + mat4 inverseViewProjectionMatrix; + mat4 viewportMatrix; + mat4 inverseViewportMatrix; + vec4 textureTransformMatrix; + vec3 eyePosition; + float aspectRatio; + float gamma; + float exposure; + float time; +}; + +layout(std140, binding = 1) uniform qt3d_command_uniforms { + mat4 modelMatrix; + mat4 inverseModelMatrix; + mat4 modelViewMatrix; + mat3 modelNormalMatrix; + mat4 inverseModelViewMatrix; + mat4 modelViewProjection; + mat4 inverseModelViewProjectionMatrix; +}; + +layout(std140, binding = 2) uniform extras_uniforms { + float texCoordScale; + vec3 ka; // Ambient reflectivity + vec3 ks; // Specular reflectivity + float shininess; // Specular shininess factor + float opacity; // Alpha channel + vec3 lightPosition; + vec3 lightIntensity; +}; + +void main() +{ + // Pass through texture coordinates + texCoord = vertexTexCoord * texCoordScale; + + // Transform position, normal, and tangent to eye coords + vec3 normal = normalize(modelNormalMatrix * vertexNormal); + vec3 tangent = normalize(modelNormalMatrix * vertexTangent.xyz); + vec3 position = vec3(modelViewMatrix * vec4(vertexPosition, 1.0)); + + // Calculate binormal vector + vec3 binormal = normalize(cross(normal, tangent)); + + // Construct matrix to transform from eye coords to tangent space + mat3 tangentMatrix = mat3 ( + tangent.x, binormal.x, normal.x, + tangent.y, binormal.y, normal.y, + tangent.z, binormal.z, normal.z); + + // Transform light direction and view direction to tangent space + vec3 s = lightPosition - position; + lightDir = normalize(tangentMatrix * vec3(viewMatrix * vec4(s, 1.0))); + + vec3 v = -position; + viewDir = normalize(tangentMatrix * v); + + // Calculate vertex position in clip coordinates + gl_Position = modelViewProjection * vec4(vertexPosition, 1.0); +} |