diff options
author | Laszlo Agocs <laszlo.agocs@qt.io> | 2018-01-08 13:56:15 +0100 |
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committer | Laszlo Agocs <laszlo.agocs@qt.io> | 2018-01-10 12:28:20 +0000 |
commit | 9dcbce5bfe4977a65b21e5eb593878cc14db8252 (patch) | |
tree | 570be05ded5f51dd50d3e6babe7516b99cfd8980 /res | |
parent | 409d4273f15643aa440ef1f4a6b2dc83bdbdb531 (diff) |
Post-processing effect plumbing
Can run (no animation yet) simple single-pass effects like sepia.
Task-number: QT3DS-793
Change-Id: I7eae7ee4c4f43363a54141a1b3bbb61126ec6e54
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
Diffstat (limited to 'res')
-rw-r--r-- | res/effectlib/effect.glsllib | 16 |
1 files changed, 6 insertions, 10 deletions
diff --git a/res/effectlib/effect.glsllib b/res/effectlib/effect.glsllib index 802a846..087afe1 100644 --- a/res/effectlib/effect.glsllib +++ b/res/effectlib/effect.glsllib @@ -79,11 +79,12 @@ vec4 GetTextureValuePreMult( sampler2D sampler, vec2 inUVCoords ) #ifdef VERTEX_SHADER // Attributes and uniforms used throughout the system. -attribute vec3 attr_pos; -attribute vec2 attr_uv; +// NB! Matches Qt3D. +attribute vec3 vertexPosition; +attribute vec2 vertexTexCoord; +uniform mat4 modelMatrix; #endif -uniform mat4 ModelViewProjectionMatrix; //x holds the texture width, y holds the texture height //z holds 0,1 value if it should be premultiplied uniform vec4 Texture0Info; @@ -92,11 +93,6 @@ uniform sampler2D Texture0; varying vec2 TexCoord; uniform vec2 FragColorAlphaSettings; //x > 0.0 premultiply result, y is an alpha multiplier (opacity setting) -vec4 Transform( mat4 ModelViewProjectionMatrix, vec2 inDestSize, vec4 inVertex ) -{ - vec4 temp = ModelViewProjectionMatrix * vec4( inDestSize.x * .5 * inVertex.x, inDestSize.y * .5 * inVertex.y, inVertex.z, inVertex.w ); - return temp; -} //////////////////////////////////////////////////////////// // provide the texture lookup functions for the default // texture (Texture0). @@ -127,8 +123,8 @@ void colorOutput(vec4 c) void vert(); void main() { - gl_Position = Transform( ModelViewProjectionMatrix, DestSize, vec4(attr_pos, 1.0) ); - TexCoord = attr_uv; + gl_Position = modelMatrix * vec4(vertexPosition, 1.0); + TexCoord = vertexTexCoord; vert(); } |