diff options
Diffstat (limited to 'res/effectlib/vertexFragmentBase.glsllib')
-rw-r--r-- | res/effectlib/vertexFragmentBase.glsllib | 61 |
1 files changed, 61 insertions, 0 deletions
diff --git a/res/effectlib/vertexFragmentBase.glsllib b/res/effectlib/vertexFragmentBase.glsllib new file mode 100644 index 0000000..add11bb --- /dev/null +++ b/res/effectlib/vertexFragmentBase.glsllib @@ -0,0 +1,61 @@ +/**************************************************************************** +** +** 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 |