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diff --git a/tests/manual/shadow-map-qml/shaders/rhi/ads.vert b/tests/manual/shadow-map-qml/shaders/rhi/ads.vert
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+// Copyright (C) 2020 Klaralvdalens Datakonsult AB (KDAB).
+// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
+
+#version 450
+
+layout(location = 0) in vec3 vertexPosition;
+layout(location = 1) in vec3 vertexNormal;
+
+layout(location = 0) out vec4 positionInLightSpace;
+layout(location = 1) out vec3 position;
+layout(location = 2) out vec3 normal;
+
+
+layout(std140, binding = 0) uniform qt3d_render_view_uniforms {
+ mat4 viewMatrix;
+ mat4 projectionMatrix;
+ 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 modelView;
+ mat3 modelNormalMatrix;
+ mat4 inverseModelViewMatrix;
+ mat4 mvp;
+ mat4 inverseModelViewProjectionMatrix;
+ mat3 modelViewNormal;
+};
+
+layout(std140, binding = 2) uniform qt3d_custom_uniforms {
+ mat4 lightViewProjection;
+ vec3 lightPosition;
+ vec3 lightIntensity;
+
+ vec3 ka; // Ambient reflectivity
+ vec3 kd; // Diffuse reflectivity
+ vec3 ks; // Specular reflectivity
+ float shininess; // Specular shininess factor
+};
+
+void main()
+{
+ // positionInLightSpace = lightViewProjection * modelMatrix * vec4(vertexPosition, 1.0);
+ 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);
+
+ normal = normalize(modelViewNormal * vertexNormal);
+ position = vec3(modelView * vec4(vertexPosition, 1.0));
+
+ gl_Position = mvp * vec4(vertexPosition, 1.0);
+}