diff options
Diffstat (limited to 'tests/manual/planets-qml/shaders/rhi/planetDB.vert')
-rw-r--r-- | tests/manual/planets-qml/shaders/rhi/planetDB.vert | 84 |
1 files changed, 84 insertions, 0 deletions
diff --git a/tests/manual/planets-qml/shaders/rhi/planetDB.vert b/tests/manual/planets-qml/shaders/rhi/planetDB.vert new file mode 100644 index 000000000..56efa668c --- /dev/null +++ b/tests/manual/planets-qml/shaders/rhi/planetDB.vert @@ -0,0 +1,84 @@ +// 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); +} |