/**************************************************************************** ** ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). ** Copyright (C) 2017 The Qt Company Ltd. ** 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 450 core layout(location=0) in vec3 vertexPosition; layout(location=1) in vec3 vertexNormal; layout(location=2) in vec2 vertexTexCoord; layout(location=3) in vec4 vertexTangent; layout(location=0) out vec3 lightDir; layout(location=1) out vec3 viewDir; layout(location=2) out vec2 texCoord; layout(std140, binding = 0) uniform qt3d_render_view_uniforms { mat4 viewMatrix; mat4 projectionMatrix; mat4 uncorrectedProjectionMatrix; mat4 clipCorrectionMatrix; 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 modelViewMatrix; mat3 modelNormalMatrix; mat4 inverseModelViewMatrix; mat4 modelViewProjection; mat4 inverseModelViewProjectionMatrix; }; layout(std140, binding = 2) uniform extras_uniforms { float texCoordScale; vec3 ka; // Ambient reflectivity vec3 ks; // Specular reflectivity float shininess; // Specular shininess factor float opacity; // Alpha channel vec3 lightPosition; vec3 lightIntensity; }; void main() { // Pass through texture coordinates texCoord = vertexTexCoord * texCoordScale; // Transform position, normal, and tangent to eye coords vec3 normal = normalize(modelNormalMatrix * vertexNormal); vec3 tangent = normalize(modelNormalMatrix * vertexTangent.xyz); vec3 position = vec3(modelViewMatrix * vec4(vertexPosition, 1.0)); // Calculate binormal vector vec3 binormal = normalize(cross(normal, tangent)); // Construct matrix to transform from eye coords to tangent space mat3 tangentMatrix = mat3 ( tangent.x, binormal.x, normal.x, tangent.y, binormal.y, normal.y, tangent.z, binormal.z, normal.z); // Transform light direction and view direction to tangent space vec3 s = lightPosition - position; lightDir = normalize(tangentMatrix * vec3(viewMatrix * vec4(s, 1.0))); vec3 v = -position; viewDir = normalize(tangentMatrix * v); // Calculate vertex position in clip coordinates gl_Position = modelViewProjection * vec4(vertexPosition, 1.0); }