diff options
Diffstat (limited to 'tests/manual/shadow-map-qml/shaders')
-rw-r--r-- | tests/manual/shadow-map-qml/shaders/ads.frag | 60 | ||||
-rw-r--r-- | tests/manual/shadow-map-qml/shaders/ads.vert | 33 | ||||
-rw-r--r-- | tests/manual/shadow-map-qml/shaders/es3/ads.frag | 59 | ||||
-rw-r--r-- | tests/manual/shadow-map-qml/shaders/es3/ads.vert | 30 | ||||
-rw-r--r-- | tests/manual/shadow-map-qml/shaders/es3/shadowmap.frag | 7 | ||||
-rw-r--r-- | tests/manual/shadow-map-qml/shaders/es3/shadowmap.vert | 10 | ||||
-rw-r--r-- | tests/manual/shadow-map-qml/shaders/rhi/ads.frag | 89 | ||||
-rw-r--r-- | tests/manual/shadow-map-qml/shaders/rhi/ads.vert | 67 | ||||
-rw-r--r-- | tests/manual/shadow-map-qml/shaders/rhi/shadowmap.frag | 8 | ||||
-rw-r--r-- | tests/manual/shadow-map-qml/shaders/rhi/shadowmap.vert | 22 | ||||
-rw-r--r-- | tests/manual/shadow-map-qml/shaders/shadowmap.frag | 8 | ||||
-rw-r--r-- | tests/manual/shadow-map-qml/shaders/shadowmap.vert | 13 |
12 files changed, 406 insertions, 0 deletions
diff --git a/tests/manual/shadow-map-qml/shaders/ads.frag b/tests/manual/shadow-map-qml/shaders/ads.frag new file mode 100644 index 000000000..2d8318282 --- /dev/null +++ b/tests/manual/shadow-map-qml/shaders/ads.frag @@ -0,0 +1,60 @@ +// Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). +// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only + +#version 150 core + +uniform mat4 viewMatrix; + +uniform vec3 lightPosition; +uniform vec3 lightIntensity; + +uniform vec3 ka; // Ambient reflectivity +uniform vec3 kd; // Diffuse reflectivity +uniform vec3 ks; // Specular reflectivity +uniform float shininess; // Specular shininess factor + +uniform sampler2DShadow shadowMapTexture; + +in vec4 positionInLightSpace; + +in vec3 position; +in vec3 normal; + +out vec4 fragColor; + +vec3 dsModel(const in vec3 pos, const in vec3 n) +{ + // Calculate the vector from the light to the fragment + vec3 s = normalize(vec3(viewMatrix * vec4(lightPosition, 1.0)) - pos); + + // Calculate the vector from the fragment to the eye position + // (origin since this is in "eye" or "camera" space) + vec3 v = normalize(-pos); + + // Reflect the light beam using the normal at this fragment + vec3 r = reflect(-s, n); + + // Calculate the diffuse component + float diffuse = max(dot(s, n), 0.0); + + // Calculate the specular component + float specular = 0.0; + if (dot(s, n) > 0.0) + specular = pow(max(dot(r, v), 0.0), shininess); + + // Combine the diffuse and specular contributions (ambient is taken into account by the caller) + return lightIntensity * (kd * diffuse + ks * specular); +} + +void main() +{ + float shadowMapSample = textureProj(shadowMapTexture, positionInLightSpace); + + vec3 ambient = lightIntensity * ka; + + vec3 result = ambient; + if (shadowMapSample > 0) + result += dsModel(position, normalize(normal)); + + fragColor = vec4(result, 1.0); +} diff --git a/tests/manual/shadow-map-qml/shaders/ads.vert b/tests/manual/shadow-map-qml/shaders/ads.vert new file mode 100644 index 000000000..017fa0082 --- /dev/null +++ b/tests/manual/shadow-map-qml/shaders/ads.vert @@ -0,0 +1,33 @@ +// Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). +// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only + +#version 150 core + +in vec3 vertexPosition; +in vec3 vertexNormal; + +out vec4 positionInLightSpace; +out vec3 position; +out vec3 normal; + +uniform mat4 lightViewProjection; +uniform mat4 modelMatrix; +uniform mat4 modelView; +uniform mat3 modelViewNormal; +uniform mat4 mvp; + +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); +} diff --git a/tests/manual/shadow-map-qml/shaders/es3/ads.frag b/tests/manual/shadow-map-qml/shaders/es3/ads.frag new file mode 100644 index 000000000..8a59268ac --- /dev/null +++ b/tests/manual/shadow-map-qml/shaders/es3/ads.frag @@ -0,0 +1,59 @@ +#version 300 es + +precision highp float; + +uniform mat4 viewMatrix; + +uniform vec3 lightPosition; +uniform vec3 lightIntensity; + +uniform vec3 ka; // Ambient reflectivity +uniform vec3 kd; // Diffuse reflectivity +uniform vec3 ks; // Specular reflectivity +uniform float shininess; // Specular shininess factor + +uniform highp sampler2DShadow shadowMapTexture; + +in vec4 positionInLightSpace; + +in vec3 position; +in vec3 normal; + +out vec4 fragColor; + +vec3 dsModel(const in vec3 pos, const in vec3 n) +{ + // Calculate the vector from the light to the fragment + vec3 s = normalize(vec3(viewMatrix * vec4(lightPosition, 1.0)) - pos); + + // Calculate the vector from the fragment to the eye position + // (origin since this is in "eye" or "camera" space) + vec3 v = normalize(-pos); + + // Reflect the light beam using the normal at this fragment + vec3 r = reflect(-s, n); + + // Calculate the diffuse component + float diffuse = max(dot(s, n), 0.0); + + // Calculate the specular component + float specular = 0.0; + if (dot(s, n) > 0.0) + specular = pow(max(dot(r, v), 0.0), shininess); + + // Combine the diffuse and specular contributions (ambient is taken into account by the caller) + return lightIntensity * (kd * diffuse + ks * specular); +} + +void main() +{ + float shadowMapSample = textureProj(shadowMapTexture, positionInLightSpace); + + vec3 ambient = lightIntensity * ka; + + vec3 result = ambient; + if (shadowMapSample > 0.0) + result += dsModel(position, normalize(normal)); + + fragColor = vec4(result, 1.0); +} diff --git a/tests/manual/shadow-map-qml/shaders/es3/ads.vert b/tests/manual/shadow-map-qml/shaders/es3/ads.vert new file mode 100644 index 000000000..9c16eb07d --- /dev/null +++ b/tests/manual/shadow-map-qml/shaders/es3/ads.vert @@ -0,0 +1,30 @@ +#version 300 es + +in vec3 vertexPosition; +in vec3 vertexNormal; + +out vec4 positionInLightSpace; +out vec3 position; +out vec3 normal; + +uniform mat4 lightViewProjection; +uniform mat4 modelMatrix; +uniform mat4 modelView; +uniform mat3 modelViewNormal; +uniform mat4 mvp; + +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); +} diff --git a/tests/manual/shadow-map-qml/shaders/es3/shadowmap.frag b/tests/manual/shadow-map-qml/shaders/es3/shadowmap.frag new file mode 100644 index 000000000..93ced265c --- /dev/null +++ b/tests/manual/shadow-map-qml/shaders/es3/shadowmap.frag @@ -0,0 +1,7 @@ +#version 300 es + +precision highp float; + +void main() +{ +} diff --git a/tests/manual/shadow-map-qml/shaders/es3/shadowmap.vert b/tests/manual/shadow-map-qml/shaders/es3/shadowmap.vert new file mode 100644 index 000000000..4745c7214 --- /dev/null +++ b/tests/manual/shadow-map-qml/shaders/es3/shadowmap.vert @@ -0,0 +1,10 @@ +#version 300 es + +in vec3 vertexPosition; + +uniform mat4 mvp; + +void main() +{ + gl_Position = mvp * vec4(vertexPosition, 1.0); +} diff --git a/tests/manual/shadow-map-qml/shaders/rhi/ads.frag b/tests/manual/shadow-map-qml/shaders/rhi/ads.frag new file mode 100644 index 000000000..c30b34a78 --- /dev/null +++ b/tests/manual/shadow-map-qml/shaders/rhi/ads.frag @@ -0,0 +1,89 @@ +// Copyright (C) 2020 Klaralvdalens Datakonsult AB (KDAB). +// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only + +#version 450 + +layout(location = 0) in vec4 positionInLightSpace; +layout(location = 1) in vec3 position; +layout(location = 2) in vec3 normal; + +layout(location = 0) out vec4 fragColor; + +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 +}; + +layout(binding = 3) uniform sampler2DShadow shadowMapTexture; + + +vec3 dsModel(const in vec3 pos, const in vec3 n) +{ + // Calculate the vector from the light to the fragment + vec3 s = normalize(vec3(viewMatrix * vec4(lightPosition, 1.0)) - pos); + + // Calculate the vector from the fragment to the eye position + // (origin since this is in "eye" or "camera" space) + vec3 v = normalize(-pos); + + // Reflect the light beam using the normal at this fragment + vec3 r = reflect(-s, n); + + // Calculate the diffuse component + float diffuse = max(dot(s, n), 0.0); + + // Calculate the specular component + float specular = 0.0; + if (dot(s, n) > 0.0) + specular = pow(max(dot(r, v), 0.0), shininess); + + // Combine the diffuse and specular contributions (ambient is taken into account by the caller) + return lightIntensity * (kd * diffuse + ks * specular); +} + +void main() +{ + float shadowMapSample = textureProj(shadowMapTexture, positionInLightSpace); + + vec3 ambient = lightIntensity * ka; + + vec3 result = ambient; + if (shadowMapSample > 0) + result += dsModel(position, normalize(normal)); + + fragColor = vec4(result, 1.0); +} 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); +} diff --git a/tests/manual/shadow-map-qml/shaders/rhi/shadowmap.frag b/tests/manual/shadow-map-qml/shaders/rhi/shadowmap.frag new file mode 100644 index 000000000..6e0b8a03a --- /dev/null +++ b/tests/manual/shadow-map-qml/shaders/rhi/shadowmap.frag @@ -0,0 +1,8 @@ +// Copyright (C) 2020 Klaralvdalens Datakonsult AB (KDAB). +// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only + +#version 450 + +void main() +{ +} diff --git a/tests/manual/shadow-map-qml/shaders/rhi/shadowmap.vert b/tests/manual/shadow-map-qml/shaders/rhi/shadowmap.vert new file mode 100644 index 000000000..277819aef --- /dev/null +++ b/tests/manual/shadow-map-qml/shaders/rhi/shadowmap.vert @@ -0,0 +1,22 @@ +// 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(std140, binding = 1) uniform qt3d_command_uniforms { + mat4 modelMatrix; + mat4 inverseModelMatrix; + mat4 modelView; + mat3 modelNormalMatrix; + mat4 inverseModelViewMatrix; + mat4 mvp; + mat4 inverseModelViewProjectionMatrix; + mat3 modelViewNormal; +}; + +void main() +{ + gl_Position = mvp * vec4(vertexPosition, 1.0); +} diff --git a/tests/manual/shadow-map-qml/shaders/shadowmap.frag b/tests/manual/shadow-map-qml/shaders/shadowmap.frag new file mode 100644 index 000000000..31b39e148 --- /dev/null +++ b/tests/manual/shadow-map-qml/shaders/shadowmap.frag @@ -0,0 +1,8 @@ +// Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). +// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only + +#version 150 core + +void main() +{ +} diff --git a/tests/manual/shadow-map-qml/shaders/shadowmap.vert b/tests/manual/shadow-map-qml/shaders/shadowmap.vert new file mode 100644 index 000000000..d245cd127 --- /dev/null +++ b/tests/manual/shadow-map-qml/shaders/shadowmap.vert @@ -0,0 +1,13 @@ +// Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). +// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only + +#version 150 core + +in vec3 vertexPosition; + +uniform mat4 mvp; + +void main() +{ + gl_Position = mvp * vec4(vertexPosition, 1.0); +} |