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+/****************************************************************************
+**
+** 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 VERTEX_FRAGMENT_BASE_GLSLLIB
+#define VERTEX_FRAGMENT_BASE_GLSLLIB
+
+ //FRAGMENT_SHADER
+ uniform vec3 camera_position; //position in world space of the camera
+
+// add global variables
+vec3 normal;
+vec3 surfNormal;
+vec3 texCoord0;
+vec3 tangent;
+vec3 binormal;
+vec3 viewDir;
+
+
+// add shader input
+
+void initializeBaseFragmentVariables()
+{
+ normal = normalize( varNormal );
+ surfNormal = normalize( varNormal );
+
+ texCoord0 = vec3( varTexCoord0.xy, 1.0 );
+ tangent = normalize( varTangent );
+
+ binormal = normalize( varBinormal );
+
+ viewDir = normalize( camera_position - varWorldPos );
+}
+
+#endif