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Diffstat (limited to 'examples/qt3d/tessellation-modes/shaders/isolines.tes')
-rw-r--r-- | examples/qt3d/tessellation-modes/shaders/isolines.tes | 74 |
1 files changed, 74 insertions, 0 deletions
diff --git a/examples/qt3d/tessellation-modes/shaders/isolines.tes b/examples/qt3d/tessellation-modes/shaders/isolines.tes new file mode 100644 index 000000000..f6b984bc8 --- /dev/null +++ b/examples/qt3d/tessellation-modes/shaders/isolines.tes @@ -0,0 +1,74 @@ +#version 400 core + +layout( isolines, fractional_even_spacing, ccw ) in; + +out Vertex { + vec3 color; +} te_out; + +uniform mat4 modelViewMatrix; +uniform mat3 normalMatrix; +uniform mat4 projectionMatrix; +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() +{ + float u = gl_TessCoord.x; + float v = gl_TessCoord.y; + + vec4 a = gl_in[0].gl_Position; + vec4 b = gl_in[1].gl_Position; + vec4 c = gl_in[2].gl_Position; + vec4 d = gl_in[3].gl_Position; + + // Use the (u,v) parametric coords to calculate the vertex. + // u is the position along an isoline + // v is isoline number + + // Let's make a sinusoidal curve as a function of u that varies + // in the v direction which we will define as orthogonal to u + + // Interpolate in u along top and bottom edges of the patch + vec4 q0 = mix( a, b, u ); + vec4 q1 = mix( d, c, u ); + + // Interpolate in v between the above positions. This gives the + // nominal position for our vertex + vec4 p = mix( q0, q1, v ); + + // Find "vertical" direction + vec4 vBasis = normalize( q1 - q0 ); + + // Offset vertex in this direction using sinusoid + vec4 pos = p + 0.2 * vBasis * sin( 20.0 * u ); + + // Use a hue value based on v + te_out.color = hsvToRGB( v, 1.0, 1.0 ); + + // Transform to clip-space + gl_Position = mvp * pos; +} |