/**************************************************************************** ** ** Copyright (C) 2007-2008 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. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ // this is set from higher level. think of it as the upper model matrix uniform mat4 pixelToClipMat; uniform vec4 col_uni; attribute vec2 pos_attr; attribute vec2 tex_attr; attribute vec4 col_attr; varying vec4 col_var; varying vec2 tex_var; void main() { // account for translation and rotation of the primitive into [-1,1] spatial default. gl_Position = pixelToClipMat * vec4(pos_attr.x, pos_attr.y, 0, 1); col_var = col_attr * col_uni; tex_var = tex_attr; }