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-rw-r--r--tests/manual/planets-qml/shaders/gl3/planetD.frag63
-rw-r--r--tests/manual/planets-qml/shaders/gl3/planetD.vert29
-rw-r--r--tests/manual/planets-qml/shaders/gl3/planetDB.frag66
-rw-r--r--tests/manual/planets-qml/shaders/gl3/planetDB.vert54
-rw-r--r--tests/manual/planets-qml/shaders/gl3/planetDS.frag62
-rw-r--r--tests/manual/planets-qml/shaders/gl3/planetDSB.frag67
-rw-r--r--tests/manual/planets-qml/shaders/gl3/planetDShadow.frag70
-rw-r--r--tests/manual/planets-qml/shaders/gl3/planetDShadow.vert38
-rw-r--r--tests/manual/planets-qml/shaders/gl3/shadowmap.frag8
-rw-r--r--tests/manual/planets-qml/shaders/gl3/shadowmap.vert13
-rw-r--r--tests/manual/planets-qml/shaders/gl3/sun.frag30
-rw-r--r--tests/manual/planets-qml/shaders/gl3/sun.vert23
12 files changed, 523 insertions, 0 deletions
diff --git a/tests/manual/planets-qml/shaders/gl3/planetD.frag b/tests/manual/planets-qml/shaders/gl3/planetD.frag
new file mode 100644
index 000000000..72f4a030a
--- /dev/null
+++ b/tests/manual/planets-qml/shaders/gl3/planetD.frag
@@ -0,0 +1,63 @@
+// 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
+
+uniform mat4 viewMatrix;
+
+uniform vec3 lightPosition;
+uniform vec3 lightIntensity;
+
+uniform vec3 ka; // Ambient reflectivity
+uniform vec3 ks; // Specular reflectivity
+uniform float shininess; // Specular shininess factor
+uniform float opacity; // Alpha channel
+
+uniform sampler2D diffuseTexture;
+
+in vec3 position;
+in vec3 normal;
+in vec2 texCoord;
+
+out vec4 fragColor;
+
+vec3 dModel(const in vec2 flipYTexCoord)
+{
+ // Calculate the vector from the light to the fragment
+ 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)
+ vec3 v = normalize(-position);
+
+ // Reflect the light beam using the normal at this fragment
+ vec3 r = reflect(-s, normal);
+
+ // Calculate the diffuse component
+ float diffuse = max(dot(s, normal), 0.0);
+
+ // Calculate the specular component
+ 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
+ vec3 diffuseColor = texture(diffuseTexture, flipYTexCoord).rgb;
+
+ // Combine the ambient, diffuse and specular contributions
+ return lightIntensity * ((ka + diffuse) * diffuseColor + specular * ks);
+}
+
+void main()
+{
+ vec2 flipYTexCoord = texCoord;
+ flipYTexCoord.y = 1.0 - texCoord.y;
+
+ vec3 result = lightIntensity * ka * texture(diffuseTexture, flipYTexCoord).rgb;
+ result += dModel(flipYTexCoord);
+
+ float alpha = opacity * texture(diffuseTexture, flipYTexCoord).a;
+
+ fragColor = vec4(result, alpha);
+}
diff --git a/tests/manual/planets-qml/shaders/gl3/planetD.vert b/tests/manual/planets-qml/shaders/gl3/planetD.vert
new file mode 100644
index 000000000..9f1b6331a
--- /dev/null
+++ b/tests/manual/planets-qml/shaders/gl3/planetD.vert
@@ -0,0 +1,29 @@
+// 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;
+
+out vec3 position;
+out vec3 normal;
+out vec2 texCoord;
+
+uniform mat4 modelMatrix;
+uniform mat4 modelView;
+uniform mat3 modelViewNormal;
+uniform mat4 mvp;
+
+uniform float texCoordScale;
+
+void main()
+{
+ 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/gl3/planetDB.frag b/tests/manual/planets-qml/shaders/gl3/planetDB.frag
new file mode 100644
index 000000000..e8bd7296f
--- /dev/null
+++ b/tests/manual/planets-qml/shaders/gl3/planetDB.frag
@@ -0,0 +1,66 @@
+// 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
+
+uniform mat4 viewMatrix;
+
+uniform vec3 lightPosition;
+uniform vec3 lightIntensity;
+
+uniform vec3 ka; // Ambient reflectivity
+uniform vec3 ks; // Specular reflectivity
+uniform float shininess; // Specular shininess factor
+uniform float opacity; // Alpha channel
+
+uniform sampler2D diffuseTexture;
+uniform sampler2D normalTexture;
+
+in vec3 lightDir;
+in vec3 viewDir;
+in vec2 texCoord;
+
+out vec4 fragColor;
+
+void dbModel(const in vec3 norm, const in vec2 flipYTexCoord, out vec3 ambientAndDiff, out vec3 spec)
+{
+ // Reflection of light direction about normal
+ vec3 r = reflect(-lightDir, norm);
+
+ vec3 diffuseColor = texture(diffuseTexture, flipYTexCoord).rgb;
+
+ // Calculate the ambient contribution
+ vec3 ambient = lightIntensity * ka * diffuseColor;
+
+ // Calculate the diffuse contribution
+ float sDotN = max(dot(lightDir, norm), 0.0);
+ vec3 diffuse = lightIntensity * diffuseColor * sDotN;
+
+ // Sum the ambient and diffuse contributions
+ ambientAndDiff = ambient + diffuse;
+
+ // Calculate the specular highlight contribution
+ spec = vec3(0.0);
+ if (sDotN > 0.0)
+ spec = (lightIntensity * ks) * pow(max(dot(r, viewDir), 0.0), shininess);
+}
+
+void main()
+{
+ vec2 flipYTexCoord = texCoord;
+ flipYTexCoord.y = 1.0 - texCoord.y;
+
+ // Sample the textures at the interpolated texCoords
+ vec4 normal = 2.0 * texture(normalTexture, flipYTexCoord) - vec4(1.0);
+
+ vec3 result = lightIntensity * ka * texture(diffuseTexture, flipYTexCoord).rgb;
+
+ // Calculate the lighting model, keeping the specular component separate
+ vec3 ambientAndDiff, spec;
+ dbModel(normalize(normal.xyz), flipYTexCoord, ambientAndDiff, spec);
+ result = ambientAndDiff + spec;
+
+ // Combine spec with ambient+diffuse for final fragment color
+ fragColor = vec4(result, opacity);
+}
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);
+}
diff --git a/tests/manual/planets-qml/shaders/gl3/planetDS.frag b/tests/manual/planets-qml/shaders/gl3/planetDS.frag
new file mode 100644
index 000000000..ccf48d6cb
--- /dev/null
+++ b/tests/manual/planets-qml/shaders/gl3/planetDS.frag
@@ -0,0 +1,62 @@
+// 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
+
+uniform mat4 viewMatrix;
+
+uniform vec3 lightPosition;
+uniform vec3 lightIntensity;
+
+uniform vec3 ka; // Ambient reflectivity
+uniform float shininess; // Specular shininess factor
+uniform float opacity; // Alpha channel
+
+uniform sampler2D diffuseTexture;
+uniform sampler2D specularTexture;
+
+in vec3 position;
+in vec3 normal;
+in vec2 texCoord;
+
+out vec4 fragColor;
+
+vec3 dsModel(const in vec2 flipYTexCoord)
+{
+ // Calculate the vector from the light to the fragment
+ 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)
+ vec3 v = normalize(-position);
+
+ // Reflect the light beam using the normal at this fragment
+ vec3 r = reflect(-s, normal);
+
+ // Calculate the diffuse component
+ float diffuse = max(dot(s, normal), 0.0);
+
+ // Calculate the specular component
+ 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
+ vec3 diffuseColor = texture(diffuseTexture, flipYTexCoord).rgb;
+ vec3 specularColor = texture(specularTexture, flipYTexCoord).rgb;
+
+ // Combine the ambient, diffuse and specular contributions
+ return lightIntensity * ((ka + diffuse) * diffuseColor + specular * specularColor);
+}
+
+void main()
+{
+ vec2 flipYTexCoord = texCoord;
+ flipYTexCoord.y = 1.0 - texCoord.y;
+
+ vec3 result = lightIntensity * ka * texture(diffuseTexture, flipYTexCoord).rgb;
+ result += dsModel(flipYTexCoord);
+
+ fragColor = vec4(result, opacity * texture(diffuseTexture, flipYTexCoord).a);
+}
diff --git a/tests/manual/planets-qml/shaders/gl3/planetDSB.frag b/tests/manual/planets-qml/shaders/gl3/planetDSB.frag
new file mode 100644
index 000000000..c7206e559
--- /dev/null
+++ b/tests/manual/planets-qml/shaders/gl3/planetDSB.frag
@@ -0,0 +1,67 @@
+// 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
+
+uniform mat4 viewMatrix;
+
+uniform vec3 lightPosition;
+uniform vec3 lightIntensity;
+
+uniform vec3 ka; // Ambient reflectivity
+uniform float shininess; // Specular shininess factor
+uniform float opacity; // Alpha channel
+
+uniform sampler2D diffuseTexture;
+uniform sampler2D specularTexture;
+uniform sampler2D normalTexture;
+
+in vec3 lightDir;
+in vec3 viewDir;
+in vec2 texCoord;
+
+out vec4 fragColor;
+
+void dsbModel(const in vec3 norm, const in vec2 flipXTexCoord, out vec3 ambientAndDiff, out vec3 spec)
+{
+ // Reflection of light direction about normal
+ vec3 r = reflect(-lightDir, norm);
+
+ vec3 diffuseColor = texture(diffuseTexture, flipXTexCoord).rgb;
+ vec3 specularColor = texture(specularTexture, flipXTexCoord).rgb;
+
+ // Calculate the ambient contribution
+ vec3 ambient = lightIntensity * ka * diffuseColor;
+
+ // Calculate the diffuse contribution
+ float sDotN = max(dot(lightDir, norm), 0.0);
+ vec3 diffuse = lightIntensity * diffuseColor * sDotN;
+
+ // Sum the ambient and diffuse contributions
+ ambientAndDiff = ambient + diffuse;
+
+ // Calculate the specular highlight contribution
+ spec = vec3(0.0);
+ if (sDotN > 0.0)
+ spec = (lightIntensity * (shininess / (8.0 * 3.14))) * pow(max(dot(r, viewDir), 0.0), shininess);
+
+ spec *= specularColor;
+}
+
+void main()
+{
+ vec2 flipXTexCoord = texCoord;
+ flipXTexCoord.x = 1.0 - texCoord.x;
+
+ // Sample the textures at the interpolated texCoords
+ vec4 normal = 2.0 * texture(normalTexture, flipXTexCoord) - vec4(1.0);
+
+ // Calculate the lighting model, keeping the specular component separate
+ vec3 ambientAndDiff, spec;
+ dsbModel(normalize(normal.xyz), flipXTexCoord, ambientAndDiff, spec);
+ vec3 result = ambientAndDiff + spec;
+
+ // Combine spec with ambient+diffuse for final fragment color
+ fragColor = vec4(result, opacity);
+}
diff --git a/tests/manual/planets-qml/shaders/gl3/planetDShadow.frag b/tests/manual/planets-qml/shaders/gl3/planetDShadow.frag
new file mode 100644
index 000000000..02eea673e
--- /dev/null
+++ b/tests/manual/planets-qml/shaders/gl3/planetDShadow.frag
@@ -0,0 +1,70 @@
+// 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
+
+uniform mat4 viewMatrix;
+
+uniform vec3 lightPosition;
+uniform vec3 lightIntensity;
+
+uniform vec3 ka; // Ambient reflectivity
+uniform vec3 ks; // Specular reflectivity
+uniform float shininess; // Specular shininess factor
+uniform float opacity; // Alpha channel
+
+uniform sampler2D diffuseTexture;
+
+uniform sampler2DShadow shadowMapTexture;
+
+in vec4 positionInLightSpace;
+
+in vec3 position;
+in vec3 normal;
+in vec2 texCoord;
+
+out vec4 fragColor;
+
+vec3 dModel(const in vec2 flipYTexCoord)
+{
+ // Calculate the vector from the light to the fragment
+ 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)
+ vec3 v = normalize(-position);
+
+ // Reflect the light beam using the normal at this fragment
+ vec3 r = reflect(-s, normal);
+
+ // Calculate the diffuse component
+ float diffuse = max(dot(s, normal), 0.0);
+
+ // Calculate the specular component
+ 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
+ vec3 diffuseColor = texture(diffuseTexture, flipYTexCoord).rgb;
+
+ // Combine the ambient, diffuse and specular contributions
+ return lightIntensity * ((ka + diffuse) * diffuseColor + specular * ks);
+}
+
+void main()
+{
+ vec2 flipYTexCoord = texCoord;
+ flipYTexCoord.y = 1.0 - texCoord.y;
+
+ float shadowMapSample = textureProj(shadowMapTexture, positionInLightSpace);
+
+ vec3 result = lightIntensity * ka * texture(diffuseTexture, flipYTexCoord).rgb;
+ if (shadowMapSample > 0)
+ result += dModel(flipYTexCoord);
+
+ float alpha = opacity * texture(diffuseTexture, flipYTexCoord).a;
+
+ fragColor = vec4(result, alpha);
+}
diff --git a/tests/manual/planets-qml/shaders/gl3/planetDShadow.vert b/tests/manual/planets-qml/shaders/gl3/planetDShadow.vert
new file mode 100644
index 000000000..e2dbaa0df
--- /dev/null
+++ b/tests/manual/planets-qml/shaders/gl3/planetDShadow.vert
@@ -0,0 +1,38 @@
+// 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;
+
+out vec4 positionInLightSpace;
+out vec3 position;
+out vec3 normal;
+out 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/gl3/shadowmap.frag b/tests/manual/planets-qml/shaders/gl3/shadowmap.frag
new file mode 100644
index 000000000..31b39e148
--- /dev/null
+++ b/tests/manual/planets-qml/shaders/gl3/shadowmap.frag
@@ -0,0 +1,8 @@
+// Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
+
+#version 150 core
+
+void main()
+{
+}
diff --git a/tests/manual/planets-qml/shaders/gl3/shadowmap.vert b/tests/manual/planets-qml/shaders/gl3/shadowmap.vert
new file mode 100644
index 000000000..d245cd127
--- /dev/null
+++ b/tests/manual/planets-qml/shaders/gl3/shadowmap.vert
@@ -0,0 +1,13 @@
+// Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
+
+#version 150 core
+
+in vec3 vertexPosition;
+
+uniform mat4 mvp;
+
+void main()
+{
+ gl_Position = mvp * vec4(vertexPosition, 1.0);
+}
diff --git a/tests/manual/planets-qml/shaders/gl3/sun.frag b/tests/manual/planets-qml/shaders/gl3/sun.frag
new file mode 100644
index 000000000..d62e87954
--- /dev/null
+++ b/tests/manual/planets-qml/shaders/gl3/sun.frag
@@ -0,0 +1,30 @@
+// 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
+
+uniform sampler2D diffuseTexture;
+
+in vec3 position;
+in vec2 texCoord;
+
+out vec4 fragColor;
+
+vec4 dModel(const in vec2 flipYTexCoord)
+{
+ // Lookup diffuse
+ vec3 diffuseColor = texture(diffuseTexture, flipYTexCoord).rgb;
+
+ return vec4(diffuseColor, 1.0);
+}
+
+void main()
+{
+ vec2 flipYTexCoord = texCoord;
+ flipYTexCoord.y = 1.0 - texCoord.y;
+
+ vec4 result = dModel(flipYTexCoord);
+
+ fragColor = result;
+}
diff --git a/tests/manual/planets-qml/shaders/gl3/sun.vert b/tests/manual/planets-qml/shaders/gl3/sun.vert
new file mode 100644
index 000000000..0734c1c1a
--- /dev/null
+++ b/tests/manual/planets-qml/shaders/gl3/sun.vert
@@ -0,0 +1,23 @@
+// 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 vec2 vertexTexCoord;
+
+out vec3 position;
+out 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);
+}