summaryrefslogtreecommitdiffstats
path: root/examples/qt3d/wave/shaders
diff options
context:
space:
mode:
Diffstat (limited to 'examples/qt3d/wave/shaders')
-rw-r--r--examples/qt3d/wave/shaders/background.frag13
-rw-r--r--examples/qt3d/wave/shaders/background.vert14
-rw-r--r--examples/qt3d/wave/shaders/ribbon.frag49
-rw-r--r--examples/qt3d/wave/shaders/ribbon.vert149
-rw-r--r--examples/qt3d/wave/shaders/ribbonwireframe.frag98
-rw-r--r--examples/qt3d/wave/shaders/robustwireframe.geom131
6 files changed, 454 insertions, 0 deletions
diff --git a/examples/qt3d/wave/shaders/background.frag b/examples/qt3d/wave/shaders/background.frag
new file mode 100644
index 000000000..01c062189
--- /dev/null
+++ b/examples/qt3d/wave/shaders/background.frag
@@ -0,0 +1,13 @@
+#version 150 core
+
+in vec2 texCoord;
+
+out vec4 fragColor;
+
+uniform vec3 color1;
+uniform vec3 color2;
+
+void main()
+{
+ fragColor = vec4( mix( color1, color2, texCoord.t ), 1.0 );
+}
diff --git a/examples/qt3d/wave/shaders/background.vert b/examples/qt3d/wave/shaders/background.vert
new file mode 100644
index 000000000..58fadebe5
--- /dev/null
+++ b/examples/qt3d/wave/shaders/background.vert
@@ -0,0 +1,14 @@
+#version 150 core
+
+in vec4 vertexPosition;
+in vec2 vertexTexCoord;
+
+out vec2 texCoord;
+
+uniform mat4 modelMatrix;
+
+void main()
+{
+ texCoord = vertexTexCoord;
+ gl_Position = modelMatrix * vertexPosition;
+}
diff --git a/examples/qt3d/wave/shaders/ribbon.frag b/examples/qt3d/wave/shaders/ribbon.frag
new file mode 100644
index 000000000..09ad78871
--- /dev/null
+++ b/examples/qt3d/wave/shaders/ribbon.frag
@@ -0,0 +1,49 @@
+#version 330 core
+
+in EyeSpaceVertex {
+ vec3 position;
+ vec3 normal;
+} fs_in;
+
+out vec4 fragColor;
+
+uniform struct LightInfo {
+ vec4 position;
+ vec3 intensity;
+} light;
+
+uniform struct LineInfo {
+ float width;
+ vec4 color;
+} line;
+
+uniform vec3 ka; // Ambient reflectivity
+uniform vec3 kd; // Diffuse reflectivity
+
+vec3 rimLightModel( const in vec3 pos, const in vec3 n )
+{
+ // Calculate the vector from the light to the fragment
+ vec3 s = normalize( vec3( light.position ) - pos );
+
+ // Calculate the vector from the fragment to the eye position (the
+ // origin since this is in "eye" or "camera" space
+ vec3 v = normalize( -pos );
+
+ // Refleft the light beam using the normal at this fragment
+ vec3 r = reflect( -s, n );
+
+ // Calculate the diffuse component, which for rim lighting it 1 minus s dot n
+ // rather than s dot n as for standard diffuse lighting
+ float sDotN = dot( s, n );
+ vec3 diffuse = vec3( 1.0 - max( sDotN, 0.0 ) );
+
+ // Combine the ambient, diffuse and specular contributions
+ return light.intensity * ( ka + kd * diffuse );
+}
+
+void main()
+{
+ vec3 n = gl_FrontFacing ? fs_in.normal : -fs_in.normal;
+ vec4 color = vec4( rimLightModel( fs_in.position, normalize( n ) ), 1.0 );
+ fragColor = color;
+}
diff --git a/examples/qt3d/wave/shaders/ribbon.vert b/examples/qt3d/wave/shaders/ribbon.vert
new file mode 100644
index 000000000..e099d53c8
--- /dev/null
+++ b/examples/qt3d/wave/shaders/ribbon.vert
@@ -0,0 +1,149 @@
+#version 330 core
+
+in vec3 vertexPosition;
+in vec3 vertexNormal;
+
+out EyeSpaceVertex {
+ vec3 position;
+ vec3 normal;
+} vs_out;
+
+uniform mat4 modelView;
+uniform mat3 modelViewNormal;
+uniform mat4 mvp;
+
+uniform float time;
+uniform float amplitude = 1.0;
+uniform float lambda = 20.0;
+uniform float period = 15.0;
+
+//
+// Description : Array and textureless GLSL 3D simplex noise function.
+// Author : Ian McEwan, Ashima Arts.
+// Maintainer : ijm
+// Lastmod : 20110409 (stegu)
+// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
+// Distributed under the MIT License. See LICENSE file.
+//
+
+vec4 permute( vec4 x )
+{
+ return mod(((x*34.0)+1.0)*x, 289.0);
+}
+
+vec4 taylorInvSqrt( vec4 r )
+{
+ return 1.79284291400159 - 0.85373472095314 * r;
+}
+
+float snoise(vec3 v)
+{
+ const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
+ const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
+
+ // First corner
+ vec3 i = floor(v + dot(v, C.yyy) );
+ vec3 x0 = v - i + dot(i, C.xxx) ;
+
+ // Other corners
+ vec3 g = step(x0.yzx, x0.xyz);
+ vec3 l = 1.0 - g;
+ vec3 i1 = min( g.xyz, l.zxy );
+ vec3 i2 = max( g.xyz, l.zxy );
+
+ // x0 = x0 - 0. + 0.0 * C
+ vec3 x1 = x0 - i1 + 1.0 * C.xxx;
+ vec3 x2 = x0 - i2 + 2.0 * C.xxx;
+ vec3 x3 = x0 - 1. + 3.0 * C.xxx;
+
+ // Permutations
+ i = mod(i, 289.0 );
+ vec4 p = permute( permute( permute(
+ i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
+ + i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
+ + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
+
+ // Gradients
+ // ( N*N points uniformly over a square, mapped onto an octahedron.)
+ float n_ = 1.0/7.0; // N=7
+ vec3 ns = n_ * D.wyz - D.xzx;
+
+ vec4 j = p - 49.0 * floor(p * ns.z *ns.z); // mod(p,N*N)
+
+ vec4 x_ = floor(j * ns.z);
+ vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
+
+ vec4 x = x_ *ns.x + ns.yyyy;
+ vec4 y = y_ *ns.x + ns.yyyy;
+ vec4 h = 1.0 - abs(x) - abs(y);
+
+ vec4 b0 = vec4( x.xy, y.xy );
+ vec4 b1 = vec4( x.zw, y.zw );
+
+ //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
+ //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
+ vec4 s0 = floor(b0)*2.0 + 1.0;
+ vec4 s1 = floor(b1)*2.0 + 1.0;
+ vec4 sh = -step(h, vec4(0.0));
+
+ vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
+ vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
+
+ vec3 p0 = vec3(a0.xy,h.x);
+ vec3 p1 = vec3(a0.zw,h.y);
+ vec3 p2 = vec3(a1.xy,h.z);
+ vec3 p3 = vec3(a1.zw,h.w);
+
+ //Normalise gradients
+ vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
+ p0 *= norm.x;
+ p1 *= norm.y;
+ p2 *= norm.z;
+ p3 *= norm.w;
+
+ // Mix final noise value
+ vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
+ m = m * m;
+ return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
+ dot(p2,x2), dot(p3,x3) ) );
+}
+
+float height( const in vec3 pos )
+{
+ // Perturb the y position by a wave function in (x, t)
+ const float twoPi = 2.0 * 3.14159;
+ float k = twoPi / lambda;
+ float omega = twoPi / period;
+
+ float y = amplitude * sin( k * pos.x - omega * time );
+
+ // Further perturb by a noise function
+ y += snoise( 0.27 * vec3( 0.4 * pos.x, 3.0, 2.0 * pos.z - 0.5 * time ) );
+
+ return y;
+}
+
+void main()
+{
+ // Calculate y value based upon input coordinates and time
+ vec3 pos = vertexPosition;
+ pos.y = height( pos );
+
+ // Estimate normal vector by calculating the y value at small offsets
+ // and then taking the cross product of the differences
+ float offset = 0.5;
+ vec3 posOffsetX = vertexPosition + vec3( offset, 0.0, 0.0 );
+ posOffsetX.y = height( posOffsetX );
+ vec3 posOffsetZ = vertexPosition + vec3( 0.0, 0.0, offset );
+ posOffsetZ.y = height( posOffsetZ );
+
+ vec3 dydx = posOffsetX - pos;
+ vec3 dydz = posOffsetZ - pos;
+ vec3 normal = cross( dydz, dydx );
+
+ // Transform the position and normal to eye space for lighting
+ vs_out.normal = normalize( modelViewNormal * normal );
+ vs_out.position = vec3( modelView * vec4( pos, 1.0 ) );
+
+ gl_Position = mvp * vec4( pos, 1.0 );
+}
diff --git a/examples/qt3d/wave/shaders/ribbonwireframe.frag b/examples/qt3d/wave/shaders/ribbonwireframe.frag
new file mode 100644
index 000000000..659f00a8a
--- /dev/null
+++ b/examples/qt3d/wave/shaders/ribbonwireframe.frag
@@ -0,0 +1,98 @@
+#version 330 core
+
+in WireframeVertex {
+ vec3 position;
+ vec3 normal;
+ noperspective vec4 edgeA;
+ noperspective vec4 edgeB;
+ flat int configuration;
+} fs_in;
+
+out vec4 fragColor;
+
+uniform struct LightInfo {
+ vec4 position;
+ vec3 intensity;
+} light;
+
+uniform struct LineInfo {
+ float width;
+ vec4 color;
+} line;
+
+uniform vec3 ka; // Ambient reflectivity
+uniform vec3 kd; // Diffuse reflectivity
+
+vec3 rimLightModel( const in vec3 pos, const in vec3 n )
+{
+ // Calculate the vector from the light to the fragment
+ vec3 s = normalize( vec3( light.position ) - pos );
+
+ // Calculate the vector from the fragment to the eye position (the
+ // origin since this is in "eye" or "camera" space
+ vec3 v = normalize( -pos );
+
+ // Refleft the light beam using the normal at this fragment
+ vec3 r = reflect( -s, n );
+
+ // Calculate the diffuse component, which for rim lighting it 1 minus s dot n
+ // rather than s dot n as for standard diffuse lighting
+ float sDotN = dot( s, n );
+ vec3 diffuse = vec3( 1.0 - max( sDotN, 0.0 ) );
+
+ // Combine the ambient, diffuse and specular contributions
+ return light.intensity * ( ka + kd * diffuse );
+}
+
+vec4 shadeLine( const in vec4 color )
+{
+ // Find the smallest distance between the fragment and a triangle edge
+ float d;
+ if ( fs_in.configuration == 0 ) {
+ // Common configuration
+ d = min( fs_in.edgeA.x, fs_in.edgeA.y );
+ d = min( d, fs_in.edgeA.z );
+ } else {
+ // Handle configuration where screen space projection breaks down
+ // Compute and compare the squared distances
+ vec2 AF = gl_FragCoord.xy - fs_in.edgeA.xy;
+ float sqAF = dot( AF, AF );
+ float AFcosA = dot( AF, fs_in.edgeA.zw );
+ d = abs( sqAF - AFcosA * AFcosA );
+
+ vec2 BF = gl_FragCoord.xy - fs_in.edgeB.xy;
+ float sqBF = dot( BF, BF );
+ float BFcosB = dot( BF, fs_in.edgeB.zw );
+ d = min( d, abs( sqBF - BFcosB * BFcosB ) );
+
+ // Only need to care about the 3rd edge for some configurations.
+ if ( fs_in.configuration == 1 ||
+ fs_in.configuration == 2 ||
+ fs_in.configuration == 4 ) {
+ float AFcosA0 = dot( AF, normalize( fs_in.edgeB.xy - fs_in.edgeA.xy ) );
+ d = min( d, abs( sqAF - AFcosA0 * AFcosA0 ) );
+ }
+
+ d = sqrt( d );
+ }
+
+ // Blend between line color and shaded color
+ float mixVal;
+ if ( d < line.width - 1.0 ) {
+ mixVal = 1.0;
+ } else if ( d > line.width + 1.0 ) {
+ mixVal = 0.0;
+ } else {
+ float x = d - ( line.width - 1.0 );
+ mixVal = exp2( -2.0 * ( x * x ) );
+ }
+
+ return mix( color, line.color, mixVal );
+}
+
+void main()
+{
+ vec3 n = gl_FrontFacing ? fs_in.normal : -fs_in.normal;
+ vec4 color = vec4( rimLightModel( fs_in.position, normalize( n ) ), 1.0 );
+ fragColor = shadeLine( color );
+}
diff --git a/examples/qt3d/wave/shaders/robustwireframe.geom b/examples/qt3d/wave/shaders/robustwireframe.geom
new file mode 100644
index 000000000..6eb0ecc76
--- /dev/null
+++ b/examples/qt3d/wave/shaders/robustwireframe.geom
@@ -0,0 +1,131 @@
+#version 330 core
+
+layout( triangles ) in;
+layout( triangle_strip, max_vertices = 3 ) out;
+
+in EyeSpaceVertex {
+ vec3 position;
+ vec3 normal;
+} gs_in[];
+
+out WireframeVertex {
+ vec3 position;
+ vec3 normal;
+ noperspective vec4 edgeA;
+ noperspective vec4 edgeB;
+ flat int configuration;
+} gs_out;
+
+uniform mat4 viewportMatrix;
+
+const int infoA[] = int[]( 0, 0, 0, 0, 1, 1, 2 );
+const int infoB[] = int[]( 1, 1, 2, 0, 2, 1, 2 );
+const int infoAd[] = int[]( 2, 2, 1, 1, 0, 0, 0 );
+const int infoBd[] = int[]( 2, 2, 1, 2, 0, 2, 1 );
+
+vec2 transformToViewport( const in vec4 p )
+{
+ return vec2( viewportMatrix * ( p / p.w ) );
+}
+
+void main()
+{
+ gs_out.configuration = int(gl_in[0].gl_Position.z < 0) * int(4)
+ + int(gl_in[1].gl_Position.z < 0) * int(2)
+ + int(gl_in[2].gl_Position.z < 0);
+
+ // If all vertices are behind us, cull the primitive
+ if (gs_out.configuration == 7)
+ return;
+
+ // Transform each vertex into viewport space
+ vec2 p[3];
+ p[0] = transformToViewport( gl_in[0].gl_Position );
+ p[1] = transformToViewport( gl_in[1].gl_Position );
+ p[2] = transformToViewport( gl_in[2].gl_Position );
+
+ if (gs_out.configuration == 0)
+ {
+ // Common configuration where all vertices are within the viewport
+ gs_out.edgeA = vec4(0.0);
+ gs_out.edgeB = vec4(0.0);
+
+ // Calculate lengths of 3 edges of triangle
+ float a = length( p[1] - p[2] );
+ float b = length( p[2] - p[0] );
+ float c = length( p[1] - p[0] );
+
+ // Calculate internal angles using the cosine rule
+ float alpha = acos( ( b * b + c * c - a * a ) / ( 2.0 * b * c ) );
+ float beta = acos( ( a * a + c * c - b * b ) / ( 2.0 * a * c ) );
+
+ // Calculate the perpendicular distance of each vertex from the opposing edge
+ float ha = abs( c * sin( beta ) );
+ float hb = abs( c * sin( alpha ) );
+ float hc = abs( b * sin( alpha ) );
+
+ // Now add this perpendicular distance as a per-vertex property in addition to
+ // the position and normal calculated in the vertex shader.
+
+ // Vertex 0 (a)
+ gs_out.edgeA = vec4( ha, 0.0, 0.0, 0.0 );
+ gs_out.normal = gs_in[0].normal;
+ gs_out.position = gs_in[0].position;
+ gl_Position = gl_in[0].gl_Position;
+ EmitVertex();
+
+ // Vertex 1 (b)
+ gs_out.edgeA = vec4( 0.0, hb, 0.0, 0.0 );
+ gs_out.normal = gs_in[1].normal;
+ gs_out.position = gs_in[1].position;
+ gl_Position = gl_in[1].gl_Position;
+ EmitVertex();
+
+ // Vertex 2 (c)
+ gs_out.edgeA = vec4( 0.0, 0.0, hc, 0.0 );
+ gs_out.normal = gs_in[2].normal;
+ gs_out.position = gs_in[2].position;
+ gl_Position = gl_in[2].gl_Position;
+ EmitVertex();
+
+ // Finish the primitive off
+ EndPrimitive();
+ }
+ else
+ {
+ // Viewport projection breaks down for one or two vertices.
+ // Caclulate what we can here and defer rest to fragment shader.
+ // Since this is coherent for the entire primitive the conditional
+ // in the fragment shader is still cheap as all concurrent
+ // fragment shader invocations will take the same code path.
+
+ // Copy across the viewport-space points for the (up to) two vertices
+ // in the viewport
+ gs_out.edgeA.xy = p[infoA[gs_out.configuration]];
+ gs_out.edgeB.xy = p[infoB[gs_out.configuration]];
+
+ // Copy across the viewport-space edge vectors for the (up to) two vertices
+ // in the viewport
+ gs_out.edgeA.zw = normalize( gs_out.edgeA.xy - p[ infoAd[gs_out.configuration] ] );
+ gs_out.edgeB.zw = normalize( gs_out.edgeB.xy - p[ infoBd[gs_out.configuration] ] );
+
+ // Pass through the other vertex attributes
+ gs_out.normal = gs_in[0].normal;
+ gs_out.position = gs_in[0].position;
+ gl_Position = gl_in[0].gl_Position;
+ EmitVertex();
+
+ gs_out.normal = gs_in[1].normal;
+ gs_out.position = gs_in[1].position;
+ gl_Position = gl_in[1].gl_Position;
+ EmitVertex();
+
+ gs_out.normal = gs_in[2].normal;
+ gs_out.position = gs_in[2].position;
+ gl_Position = gl_in[2].gl_Position;
+ EmitVertex();
+
+ // Finish the primitive off
+ EndPrimitive();
+ }
+}