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-rw-r--r--tests/manual/render-qml-to-texture/shaders/es2/texturing.frag16
-rw-r--r--tests/manual/render-qml-to-texture/shaders/es2/texturing.vert26
-rw-r--r--tests/manual/render-qml-to-texture/shaders/gl3/texturing.frag16
-rw-r--r--tests/manual/render-qml-to-texture/shaders/gl3/texturing.vert25
4 files changed, 83 insertions, 0 deletions
diff --git a/tests/manual/render-qml-to-texture/shaders/es2/texturing.frag b/tests/manual/render-qml-to-texture/shaders/es2/texturing.frag
new file mode 100644
index 000000000..b651bd5ed
--- /dev/null
+++ b/tests/manual/render-qml-to-texture/shaders/es2/texturing.frag
@@ -0,0 +1,16 @@
+#define FP highp
+
+uniform FP vec3 eyePosition;
+
+uniform sampler2D surfaceTexture;
+
+varying FP vec3 worldPosition;
+varying FP vec3 worldNormal;
+varying FP vec2 texCoord;
+
+
+
+void main()
+{
+ gl_FragColor = texture2D(surfaceTexture, texCoord);
+}
diff --git a/tests/manual/render-qml-to-texture/shaders/es2/texturing.vert b/tests/manual/render-qml-to-texture/shaders/es2/texturing.vert
new file mode 100644
index 000000000..cfbd338d2
--- /dev/null
+++ b/tests/manual/render-qml-to-texture/shaders/es2/texturing.vert
@@ -0,0 +1,26 @@
+
+
+attribute vec3 vertexPosition;
+attribute vec3 vertexNormal;
+attribute vec2 vertexTexCoord;
+
+varying vec3 worldPosition;
+varying vec3 worldNormal;
+varying vec2 texCoord;
+
+uniform mat4 modelMatrix;
+uniform mat3 modelNormalMatrix;
+uniform mat4 mvp;
+
+uniform vec2 texCoordScale;
+uniform vec2 texCoordBias;
+
+void main()
+{
+ texCoord = vertexTexCoord * texCoordScale + texCoordBias;
+ worldNormal = normalize(modelNormalMatrix * vertexNormal);
+ worldPosition = vec3(modelMatrix * vec4(vertexPosition, 1.0));
+
+ gl_Position = mvp * vec4(vertexPosition, 1.0);
+}
+
diff --git a/tests/manual/render-qml-to-texture/shaders/gl3/texturing.frag b/tests/manual/render-qml-to-texture/shaders/gl3/texturing.frag
new file mode 100644
index 000000000..b051dc254
--- /dev/null
+++ b/tests/manual/render-qml-to-texture/shaders/gl3/texturing.frag
@@ -0,0 +1,16 @@
+#version 150 core
+
+uniform vec3 eyePosition;
+
+uniform sampler2D surfaceTexture;
+
+in vec3 worldPosition;
+in vec3 worldNormal;
+in vec2 texCoord;
+
+out vec4 fragColor;
+
+void main()
+{
+ fragColor = texture(surfaceTexture, texCoord);
+}
diff --git a/tests/manual/render-qml-to-texture/shaders/gl3/texturing.vert b/tests/manual/render-qml-to-texture/shaders/gl3/texturing.vert
new file mode 100644
index 000000000..2b8a08b0a
--- /dev/null
+++ b/tests/manual/render-qml-to-texture/shaders/gl3/texturing.vert
@@ -0,0 +1,25 @@
+#version 150 core
+
+in vec3 vertexPosition;
+in vec3 vertexNormal;
+in vec2 vertexTexCoord;
+
+out vec3 worldPosition;
+out vec3 worldNormal;
+out vec2 texCoord;
+
+uniform mat4 modelMatrix;
+uniform mat3 modelNormalMatrix;
+uniform mat4 mvp;
+
+uniform vec2 texCoordScale;
+uniform vec2 texCoordBias;
+
+void main()
+{
+ texCoord = vertexTexCoord * texCoordScale + texCoordBias;
+ worldNormal = normalize(modelNormalMatrix * vertexNormal);
+ worldPosition = vec3(modelMatrix * vec4(vertexPosition, 1.0));
+
+ gl_Position = mvp * vec4(vertexPosition, 1.0);
+}