diff options
Diffstat (limited to 'tests/manual/planets-qml/shaders/es2')
-rw-r--r-- | tests/manual/planets-qml/shaders/es2/planetD.frag | 60 | ||||
-rw-r--r-- | tests/manual/planets-qml/shaders/es2/planetD.vert | 36 | ||||
-rw-r--r-- | tests/manual/planets-qml/shaders/es2/planetDB.frag | 56 | ||||
-rw-r--r-- | tests/manual/planets-qml/shaders/es2/planetDB.vert | 61 | ||||
-rw-r--r-- | tests/manual/planets-qml/shaders/es2/planetDS.frag | 61 | ||||
-rw-r--r-- | tests/manual/planets-qml/shaders/es2/planetDSB.frag | 61 | ||||
-rw-r--r-- | tests/manual/planets-qml/shaders/es2/sun.frag | 26 | ||||
-rw-r--r-- | tests/manual/planets-qml/shaders/es2/sun.vert | 21 |
8 files changed, 382 insertions, 0 deletions
diff --git a/tests/manual/planets-qml/shaders/es2/planetD.frag b/tests/manual/planets-qml/shaders/es2/planetD.frag new file mode 100644 index 000000000..f34a2a23e --- /dev/null +++ b/tests/manual/planets-qml/shaders/es2/planetD.frag @@ -0,0 +1,60 @@ +// Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). +// Copyright (C) 2017 The Qt Company Ltd. +// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only + +uniform highp mat4 viewMatrix; + +uniform highp vec3 lightPosition; +uniform highp vec3 lightIntensity; + +uniform highp vec3 ka; // Ambient reflectivity +uniform highp vec3 ks; // Specular reflectivity +uniform highp float shininess; // Specular shininess factor +uniform highp float opacity; // Alpha channel + +uniform sampler2D diffuseTexture; + +varying highp vec4 positionInLightSpace; + +varying highp vec3 position; +varying highp vec3 normal; +varying highp vec2 texCoord; + +highp vec3 dModel(const highp vec2 flipYTexCoord) +{ + // Calculate the vector from the light to the fragment + highp vec3 s = normalize(vec3(viewMatrix * vec4(lightPosition, 1.0)) - position); + + // Calculate the vector from the fragment to the eye position + // (origin since this is in "eye" or "camera" space) + highp vec3 v = normalize(-position); + + // Reflect the light beam using the normal at this fragment + highp vec3 r = reflect(-s, normal); + + // Calculate the diffuse component + highp float diffuse = max(dot(s, normal), 0.0); + + // Calculate the specular component + highp float specular = 0.0; + if (dot(s, normal) > 0.0) + specular = (shininess / (8.0 * 3.14)) * pow(max(dot(r, v), 0.0), shininess); + + // Lookup diffuse and specular factors + highp vec3 diffuseColor = texture2D(diffuseTexture, flipYTexCoord).rgb; + + // Combine the ambient, diffuse and specular contributions + return lightIntensity * ((ka + diffuse) * diffuseColor + specular * ks); +} + +void main() +{ + highp vec2 flipYTexCoord = texCoord; + flipYTexCoord.y = 1.0 - texCoord.y; + + highp vec3 result = dModel(flipYTexCoord); + + highp float alpha = opacity * texture2D(diffuseTexture, flipYTexCoord).a; + + gl_FragColor = vec4(result, alpha); +} diff --git a/tests/manual/planets-qml/shaders/es2/planetD.vert b/tests/manual/planets-qml/shaders/es2/planetD.vert new file mode 100644 index 000000000..a5da1441e --- /dev/null +++ b/tests/manual/planets-qml/shaders/es2/planetD.vert @@ -0,0 +1,36 @@ +// Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). +// Copyright (C) 2017 The Qt Company Ltd. +// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only + +attribute vec3 vertexPosition; +attribute vec3 vertexNormal; +attribute vec2 vertexTexCoord; + +varying vec4 positionInLightSpace; +varying vec3 position; +varying vec3 normal; +varying vec2 texCoord; + +uniform mat4 lightViewProjection; +uniform mat4 modelMatrix; +uniform mat4 modelView; +uniform mat3 modelViewNormal; +uniform mat4 mvp; + +uniform float texCoordScale; + +void main() +{ + const mat4 shadowMatrix = mat4(0.5, 0.0, 0.0, 0.0, + 0.0, 0.5, 0.0, 0.0, + 0.0, 0.0, 0.5, 0.0, + 0.5, 0.5, 0.5, 1.0); + + positionInLightSpace = shadowMatrix * lightViewProjection * modelMatrix * vec4(vertexPosition, 1.0); + + texCoord = vertexTexCoord * texCoordScale; + normal = normalize(modelViewNormal * vertexNormal); + position = vec3(modelView * vec4(vertexPosition, 1.0)); + + gl_Position = mvp * vec4(vertexPosition, 1.0); +} diff --git a/tests/manual/planets-qml/shaders/es2/planetDB.frag b/tests/manual/planets-qml/shaders/es2/planetDB.frag new file mode 100644 index 000000000..376e38939 --- /dev/null +++ b/tests/manual/planets-qml/shaders/es2/planetDB.frag @@ -0,0 +1,56 @@ +// Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). +// Copyright (C) 2017 The Qt Company Ltd. +// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only + +uniform highp mat4 viewMatrix; + +uniform highp vec3 lightPosition; +uniform highp vec3 lightIntensity; + +uniform highp vec3 ka; // Ambient reflectivity +uniform highp vec3 ks; // Specular reflectivity +uniform highp float shininess; // Specular shininess factor +uniform highp float opacity; // Alpha channel + +uniform sampler2D diffuseTexture; +uniform sampler2D normalTexture; + +varying highp vec4 positionInLightSpace; + +varying highp vec3 lightDir; +varying highp vec3 viewDir; +varying highp vec2 texCoord; + +highp vec3 dbModel(const highp vec3 norm, const highp vec2 flipYTexCoord) +{ + // Reflection of light direction about normal + highp vec3 r = reflect(-lightDir, norm); + + highp vec3 diffuseColor = texture2D(diffuseTexture, flipYTexCoord).rgb; + + // Calculate the ambient contribution + highp vec3 ambient = lightIntensity * ka * diffuseColor; + + // Calculate the diffuse contribution + highp float sDotN = max(dot(lightDir, norm), 0.0); + highp vec3 diffuse = lightIntensity * diffuseColor * sDotN; + + // Calculate the specular highlight contribution + highp vec3 specular = vec3(0.0); + if (sDotN > 0.0) + specular = (lightIntensity * ks) * pow(max(dot(r, viewDir), 0.0), shininess); + + return ambient + diffuse + specular; +} + +void main() +{ + highp vec2 flipYTexCoord = texCoord; + flipYTexCoord.y = 1.0 - texCoord.y; + + highp vec4 normal = 2.0 * texture2D(normalTexture, flipYTexCoord) - vec4(1.0); + + highp vec3 result = dbModel(normalize(normal.xyz), flipYTexCoord); + + gl_FragColor = vec4(result, opacity); +} diff --git a/tests/manual/planets-qml/shaders/es2/planetDB.vert b/tests/manual/planets-qml/shaders/es2/planetDB.vert new file mode 100644 index 000000000..0a7c08604 --- /dev/null +++ b/tests/manual/planets-qml/shaders/es2/planetDB.vert @@ -0,0 +1,61 @@ +// Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). +// Copyright (C) 2017 The Qt Company Ltd. +// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only + +attribute vec3 vertexPosition; +attribute vec3 vertexNormal; +attribute vec2 vertexTexCoord; +attribute vec4 vertexTangent; + +varying vec4 positionInLightSpace; +varying vec3 lightDir; +varying vec3 viewDir; +varying vec2 texCoord; + +uniform mat4 viewMatrix; +uniform mat4 lightViewProjection; +uniform mat4 modelMatrix; +uniform mat4 modelView; +uniform mat3 modelViewNormal; +uniform mat4 mvp; + +uniform float texCoordScale; + +uniform vec3 lightPosition; + +void main() +{ + const mat4 shadowMatrix = mat4(0.5, 0.0, 0.0, 0.0, + 0.0, 0.5, 0.0, 0.0, + 0.0, 0.0, 0.5, 0.0, + 0.5, 0.5, 0.5, 1.0); + + positionInLightSpace = shadowMatrix * lightViewProjection * modelMatrix * vec4(vertexPosition, 1.0); + + // Pass through texture coordinates + texCoord = vertexTexCoord * texCoordScale; + + // Transform position, normal, and tangent to eye coords + vec3 normal = normalize(modelViewNormal * vertexNormal); + vec3 tangent = normalize(modelViewNormal * vertexTangent.xyz); + vec3 position = vec3(modelView * 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 = mvp * vec4(vertexPosition, 1.0); +} diff --git a/tests/manual/planets-qml/shaders/es2/planetDS.frag b/tests/manual/planets-qml/shaders/es2/planetDS.frag new file mode 100644 index 000000000..d4ee704bf --- /dev/null +++ b/tests/manual/planets-qml/shaders/es2/planetDS.frag @@ -0,0 +1,61 @@ +// Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). +// Copyright (C) 2017 The Qt Company Ltd. +// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only + +uniform highp mat4 viewMatrix; + +uniform highp vec3 lightPosition; +uniform highp vec3 lightIntensity; + +uniform highp vec3 ka; // Ambient reflectivity +uniform highp float shininess; // Specular shininess factor +uniform highp float opacity; // Alpha channel + +uniform sampler2D diffuseTexture; +uniform sampler2D specularTexture; + +varying highp vec4 positionInLightSpace; + +varying highp vec3 position; +varying highp vec3 normal; +varying highp vec2 texCoord; + +highp vec3 dsModel(const highp vec2 flipYTexCoord) +{ + // Calculate the vector from the light to the fragment + highp vec3 s = normalize(vec3(viewMatrix * vec4(lightPosition, 1.0)) - position); + + // Calculate the vector from the fragment to the eye position + // (origin since this is in "eye" or "camera" space) + highp vec3 v = normalize(-position); + + // Reflect the light beam using the normal at this fragment + highp vec3 r = reflect(-s, normal); + + // Calculate the diffuse component + highp float diffuse = max(dot(s, normal), 0.0); + + // Calculate the specular component + highp float specular = 0.0; + if (dot(s, normal) > 0.0) + specular = (shininess / (8.0 * 3.14)) * pow(max(dot(r, v), 0.0), shininess); + + // Lookup diffuse and specular factors + highp vec3 diffuseColor = texture2D(diffuseTexture, flipYTexCoord).rgb; + highp vec3 specularColor = texture2D(specularTexture, flipYTexCoord).rgb; + + // Combine the ambient, diffuse and specular contributions + return lightIntensity * ((ka + diffuse) * diffuseColor + specular * specularColor); +} + +void main() +{ + highp vec2 flipYTexCoord = texCoord; + flipYTexCoord.y = 1.0 - texCoord.y; + + highp vec3 result = dsModel(flipYTexCoord); + + highp float alpha = opacity * texture2D(diffuseTexture, flipYTexCoord).a; + + gl_FragColor = vec4(result, alpha); +} diff --git a/tests/manual/planets-qml/shaders/es2/planetDSB.frag b/tests/manual/planets-qml/shaders/es2/planetDSB.frag new file mode 100644 index 000000000..95e60e9ee --- /dev/null +++ b/tests/manual/planets-qml/shaders/es2/planetDSB.frag @@ -0,0 +1,61 @@ +// Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). +// Copyright (C) 2017 The Qt Company Ltd. +// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only + +uniform highp mat4 viewMatrix; + +uniform highp vec3 lightPosition; +uniform highp vec3 lightIntensity; + +uniform highp vec3 ka; // Ambient reflectivity +uniform highp float shininess; // Specular shininess factor +uniform highp float opacity; // Alpha channel + +uniform sampler2D diffuseTexture; +uniform sampler2D specularTexture; +uniform sampler2D normalTexture; + +varying highp vec4 positionInLightSpace; + +varying highp vec3 lightDir; +varying highp vec3 viewDir; +varying highp vec2 texCoord; + +highp vec3 dsbModel(const highp vec3 norm, const highp vec2 flipYTexCoord) +{ + // Reflection of light direction about normal + highp vec3 r = reflect(-lightDir, norm); + + highp vec3 diffuseColor = texture2D(diffuseTexture, flipYTexCoord).rgb; + highp vec3 specularColor = texture2D(specularTexture, flipYTexCoord).rgb; + + // Calculate the ambient contribution + highp vec3 ambient = lightIntensity * ka * diffuseColor; + + // Calculate the diffuse contribution + highp float sDotN = max(dot(lightDir, norm), 0.0); + highp vec3 diffuse = lightIntensity * diffuseColor * sDotN; + + // Calculate the specular highlight contribution + highp vec3 specular = vec3(0.0); + if (sDotN > 0.0) + specular = (lightIntensity * (shininess / (8.0 * 3.14))) * pow(max(dot(r, viewDir), 0.0), shininess); + + specular *= specularColor; + + return ambient + diffuse + specular; +} + +void main() +{ + highp vec2 flipYTexCoord = texCoord; + flipYTexCoord.y = 1.0 - texCoord.y; + + // Sample the textures at the interpolated texCoords + highp vec4 normal = 2.0 * texture2D(normalTexture, flipYTexCoord) - vec4(1.0); + + highp vec3 result = dsbModel(normalize(normal.xyz), flipYTexCoord); + + // Combine spec with ambient+diffuse for final fragment color + gl_FragColor = vec4(result, opacity); +} diff --git a/tests/manual/planets-qml/shaders/es2/sun.frag b/tests/manual/planets-qml/shaders/es2/sun.frag new file mode 100644 index 000000000..f9697c8e5 --- /dev/null +++ b/tests/manual/planets-qml/shaders/es2/sun.frag @@ -0,0 +1,26 @@ +// Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). +// Copyright (C) 2017 The Qt Company Ltd. +// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only + +uniform sampler2D diffuseTexture; + +varying highp vec3 position; +varying highp vec2 texCoord; + +highp vec4 dModel(const highp vec2 flipYTexCoord) +{ + // Lookup diffuse + highp vec3 diffuseColor = texture2D(diffuseTexture, flipYTexCoord).rgb; + + return vec4(diffuseColor, 1.0); +} + +void main() +{ + highp vec2 flipYTexCoord = texCoord; + flipYTexCoord.y = 1.0 - texCoord.y; + + highp vec4 result = dModel(flipYTexCoord); + + gl_FragColor = result; +} diff --git a/tests/manual/planets-qml/shaders/es2/sun.vert b/tests/manual/planets-qml/shaders/es2/sun.vert new file mode 100644 index 000000000..f15074d1f --- /dev/null +++ b/tests/manual/planets-qml/shaders/es2/sun.vert @@ -0,0 +1,21 @@ +// Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). +// Copyright (C) 2017 The Qt Company Ltd. +// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only + +attribute vec3 vertexPosition; +attribute vec2 vertexTexCoord; + +varying vec3 position; +varying vec2 texCoord; + +uniform mat4 modelView; +uniform mat4 mvp; + +uniform float texCoordScale; + +void main() +{ + texCoord = vertexTexCoord * texCoordScale; + position = vec3(modelView * vec4(vertexPosition, 1.0)); + gl_Position = mvp * vec4(vertexPosition, 1.0); +} |