summaryrefslogtreecommitdiffstats
path: root/examples/qt3d/planets-qml/shaders/rhi/planetDShadow.vert
blob: e748e3fbb562c6ddb8f1abd86316df9fd0a94f27 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
/****************************************************************************
**
** 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) out vec4 positionInLightSpace;

layout(location = 0) out vec3 position;
layout(location = 1) out vec3 normal;
layout(location = 2) out vec2 texCoord;

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;
    mat4 lightViewProjection;
};

void main()
{
    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);

    texCoord = vertexTexCoord * texCoordScale;
    normal = normalize(modelNormalMatrix * vertexNormal);
    position = vec3(modelViewMatrix * vec4(vertexPosition, 1.0));

    gl_Position = modelViewProjection * vec4(vertexPosition, 1.0);
}