diff options
Diffstat (limited to 'tests/manual/shadow-map-qml/shaders/rhi/ads.vert')
-rw-r--r-- | tests/manual/shadow-map-qml/shaders/rhi/ads.vert | 67 |
1 files changed, 67 insertions, 0 deletions
diff --git a/tests/manual/shadow-map-qml/shaders/rhi/ads.vert b/tests/manual/shadow-map-qml/shaders/rhi/ads.vert new file mode 100644 index 000000000..c4e484883 --- /dev/null +++ b/tests/manual/shadow-map-qml/shaders/rhi/ads.vert @@ -0,0 +1,67 @@ +// 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); +} |