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diff --git a/tests/manual/planets-qml/shaders/rhi/planetDB.vert b/tests/manual/planets-qml/shaders/rhi/planetDB.vert
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+// 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 450 core
+
+layout(location=0) in vec3 vertexPosition;
+layout(location=1) in vec3 vertexNormal;
+layout(location=2) in vec2 vertexTexCoord;
+layout(location=3) in vec4 vertexTangent;
+
+layout(location=0) out vec3 lightDir;
+layout(location=1) out vec3 viewDir;
+layout(location=2) out vec2 texCoord;
+
+
+layout(std140, binding = 0) uniform qt3d_render_view_uniforms {
+ mat4 viewMatrix;
+ mat4 projectionMatrix;
+ mat4 uncorrectedProjectionMatrix;
+ mat4 clipCorrectionMatrix;
+ mat4 viewProjectionMatrix;
+ mat4 inverseViewMatrix;
+ mat4 inverseProjectionMatrix;
+ mat4 inverseViewProjectionMatrix;
+ mat4 viewportMatrix;
+ mat4 inverseViewportMatrix;
+ vec4 textureTransformMatrix;
+ vec3 eyePosition;
+ float aspectRatio;
+ float gamma;
+ float exposure;
+ float time;
+};
+
+layout(std140, binding = 1) uniform qt3d_command_uniforms {
+ mat4 modelMatrix;
+ mat4 inverseModelMatrix;
+ mat4 modelViewMatrix;
+ mat3 modelNormalMatrix;
+ mat4 inverseModelViewMatrix;
+ mat4 modelViewProjection;
+ mat4 inverseModelViewProjectionMatrix;
+};
+
+layout(std140, binding = 2) uniform extras_uniforms {
+ float texCoordScale;
+ vec3 ka; // Ambient reflectivity
+ vec3 ks; // Specular reflectivity
+ float shininess; // Specular shininess factor
+ float opacity; // Alpha channel
+ vec3 lightPosition;
+ vec3 lightIntensity;
+};
+
+void main()
+{
+ // Pass through texture coordinates
+ texCoord = vertexTexCoord * texCoordScale;
+
+ // Transform position, normal, and tangent to eye coords
+ vec3 normal = normalize(modelNormalMatrix * vertexNormal);
+ vec3 tangent = normalize(modelNormalMatrix * vertexTangent.xyz);
+ vec3 position = vec3(modelViewMatrix * 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 = modelViewProjection * vec4(vertexPosition, 1.0);
+}