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Diffstat (limited to 'res/effectlib/rotationTranslationScale.glsllib')
-rw-r--r-- | res/effectlib/rotationTranslationScale.glsllib | 50 |
1 files changed, 50 insertions, 0 deletions
diff --git a/res/effectlib/rotationTranslationScale.glsllib b/res/effectlib/rotationTranslationScale.glsllib new file mode 100644 index 0000000..78bb8dd --- /dev/null +++ b/res/effectlib/rotationTranslationScale.glsllib @@ -0,0 +1,50 @@ +/**************************************************************************** +** +** Copyright (C) 2014 NVIDIA Corporation. +** Copyright (C) 2017 The Qt Company Ltd. +** Contact: https://www.qt.io/licensing/ +** +** This file is part of Qt 3D Studio. +** +** $QT_BEGIN_LICENSE:GPL$ +** 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. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 3 or (at your option) any later version +** approved by the KDE Free Qt Foundation. The licenses are as published by +** the Free Software Foundation and appearing in the file LICENSE.GPL3 +** included in the packaging of this file. Please review the following +** information to ensure the GNU General Public License requirements will +** be met: https://www.gnu.org/licenses/gpl-3.0.html. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#ifndef ROTATION_TRANSLATION_SCALE_GLSLLIB +#define ROTATION_TRANSLATION_SCALE_GLSLLIB + +mat4 rotationTranslationScale( in vec3 rotation, in vec3 translation, in vec3 scaling ) +{ + mat4 st = mat4( scaling.x, 0.0, 0.0, 0.0 + , 0.0, scaling.y, 0.0, 0.0 + , 0.0, 0.0, scaling.z, 0.0 + , translation.x - 0.5, translation.y - 0.5, translation.z - 0.5, 1.0 ); + vec3 s = sin( rotation ); + vec3 c = cos( rotation ); + mat4 r = mat4( c.y * c.z, -c.x * s.z + s.x * s.y * c.z, s.x * s.z + c.x * s.y * c.z, 0.0 + , c.y * s.z, c.x * c.z + s.x * s.y * s.z, -s.x * c.z + c.x * s.y * s.z, 0.0 + , -s.y , s.x * c.y , c.x * c.y , 0.0 + , 0.5 , 0.5 , 0.5 , 1.0 ); + return( st * r ); +} + + +#endif |