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Diffstat (limited to 'tests/manual/rigged-simple/skinnedPbr.vert')
-rw-r--r-- | tests/manual/rigged-simple/skinnedPbr.vert | 94 |
1 files changed, 94 insertions, 0 deletions
diff --git a/tests/manual/rigged-simple/skinnedPbr.vert b/tests/manual/rigged-simple/skinnedPbr.vert new file mode 100644 index 000000000..94cb3417c --- /dev/null +++ b/tests/manual/rigged-simple/skinnedPbr.vert @@ -0,0 +1,94 @@ +/**************************************************************************** +** +** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB). +** Contact: https://www.qt.io/licensing/ +** +** This file is part of the Qt3D module of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:BSD$ +** Commercial License Usage +** Licensees holding valid commercial Qt licenses may use this file in +** accordance with the commercial license agreement provided with the +** Software or, alternatively, in accordance with the terms contained in +** a written agreement between you and The Qt Company. For licensing terms +** and conditions see https://www.qt.io/terms-conditions. For further +** information use the contact form at https://www.qt.io/contact-us. +** +** BSD License Usage +** Alternatively, you may use this file under the terms of the BSD license +** as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#version 150 + +in vec3 vertexPosition; +in vec3 vertexNormal; +in vec4 vertexTangent; +in vec2 vertexTexCoord; +in ivec4 vertexJointIndices; +in vec4 vertexJointWeights; + +out vec3 worldPosition; +out vec3 worldNormal; +out vec4 worldTangent; +out vec2 texCoord; + +uniform mat4 modelMatrix; +uniform mat3 modelNormalMatrix; +uniform mat4 mvp; + +const int maxJoints = 100; +uniform mat4 skinningPalette[maxJoints]; + +void main() +{ + // Pass the texture coordinates through + texCoord = vertexTexCoord; + + // Perform the skinning + mat4 skinningMatrix = skinningPalette[vertexJointIndices[0]] * vertexJointWeights[0]; + skinningMatrix += skinningPalette[vertexJointIndices[1]] * vertexJointWeights[1]; + skinningMatrix += skinningPalette[vertexJointIndices[2]] * vertexJointWeights[2]; + skinningMatrix += skinningPalette[vertexJointIndices[3]] * vertexJointWeights[3]; + + vec4 skinnedPosition = skinningMatrix * vec4(vertexPosition, 1.0); + vec3 skinnedNormal = vec3(skinningMatrix * vec4(vertexNormal, 0.0)); + vec3 skinnedTangent = vec3(skinningMatrix * vec4(vertexTangent.xyz, 0.0)); + + // Transform position, normal, and tangent to world space + worldPosition = vec3(modelMatrix * skinnedPosition); + worldNormal = normalize(modelNormalMatrix * skinnedNormal); + worldTangent.xyz = normalize(vec3(modelMatrix * vec4(skinnedTangent, 0.0))); + worldTangent.w = vertexTangent.w; + + gl_Position = mvp * skinnedPosition; +} |