diff options
Diffstat (limited to 'tests/manual/planets-qml/shaders/gl3/planetDB.vert')
-rw-r--r-- | tests/manual/planets-qml/shaders/gl3/planetDB.vert | 54 |
1 files changed, 54 insertions, 0 deletions
diff --git a/tests/manual/planets-qml/shaders/gl3/planetDB.vert b/tests/manual/planets-qml/shaders/gl3/planetDB.vert new file mode 100644 index 000000000..b6a72058c --- /dev/null +++ b/tests/manual/planets-qml/shaders/gl3/planetDB.vert @@ -0,0 +1,54 @@ +// 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 + +#version 150 core + +in vec3 vertexPosition; +in vec3 vertexNormal; +in vec2 vertexTexCoord; +in vec4 vertexTangent; + +out vec3 lightDir; +out vec3 viewDir; +out vec2 texCoord; + +uniform mat4 viewMatrix; +uniform mat4 modelMatrix; +uniform mat4 modelView; +uniform mat3 modelViewNormal; +uniform mat4 mvp; + +uniform float texCoordScale; + +uniform vec3 lightPosition; + +void main() +{ + // 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); +} |