/**************************************************************************** ** ** 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 TESSELLATION_NPATCH_CM_GLSLLIB #define TESSELLATION_NPATCH_CM_GLSLLIB GLSLLIB #include "tessellationNPatch.glsllib" #if TESSELLATION_CONTROL_SHADER uniform float tessLevelOuter; uniform float tessLevelInner; attribute vec3 varNormal[]; attribute vec3 varObjPos[]; varying vec3 varNormalTC[]; varying vec3 varObjPosTC[]; #if QT3DS_ENABLE_UV0 attribute vec3 varTexCoord0[]; varying vec3 varTexCoord0TC[]; #endif #if QT3DS_ENABLE_TEXTAN attribute vec3 varTangent[]; attribute vec3 varObjTangent[]; varying vec3 varTangentTC[]; varying vec3 varObjTangentTC[]; #endif #if QT3DS_ENABLE_BINORMAL attribute vec3 varBinormal[]; attribute vec3 varObjBinormal[]; varying vec3 varBinormalTC[]; varying vec3 varObjBinormalTC[]; #endif #if QT3DS_ENABLE_WORLD_POSITION attribute vec3 varWorldPos[]; varying vec3 varWorldPosTC[]; #endif void main() { ctNorm[0] = varNormal[0]; ctNorm[1] = varNormal[1]; ctNorm[2] = varNormal[2]; #if QT3DS_ENABLE_TEXTAN ctTangent[0] = varObjTangent[0]; ctTangent[1] = varObjTangent[1]; ctTangent[2] = varObjTangent[2]; #endif #if QT3DS_ENABLE_WORLD_POSITION ctWorldPos[0] = varWorldPos[0]; ctWorldPos[1] = varWorldPos[1]; ctWorldPos[2] = varWorldPos[2]; #endif gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position; tessShader( tessLevelOuter, tessLevelInner); varObjPosTC[gl_InvocationID] = varObjPos[gl_InvocationID]; varNormalTC[gl_InvocationID] = varNormal[gl_InvocationID]; #if QT3DS_ENABLE_UV0 varTexCoord0TC[gl_InvocationID] = varTexCoord0[gl_InvocationID]; #endif #if QT3DS_ENABLE_TEXTAN varTangentTC[gl_InvocationID] = varTangent[gl_InvocationID]; varObjTangentTC[gl_InvocationID] = varObjTangent[gl_InvocationID]; #endif #if QT3DS_ENABLE_BINORMAL varBinormalTC[gl_InvocationID] = varBinormal[gl_InvocationID]; varObjBinormalTC[gl_InvocationID] = varObjBinormal[gl_InvocationID]; #endif #if QT3DS_ENABLE_WORLD_POSITION varWorldPosTC[gl_InvocationID] = varWorldPos[gl_InvocationID]; #endif } #endif #if TESSELLATION_EVALUATION_SHADER #if (GEOMETRY_SHADER == 1) #define VARYING_NAME(varyingName) varyingName##TE #else #define VARYING_NAME(varyingName) varyingName #endif uniform mat3 normal_matrix; uniform mat4 model_view_projection_matrix; attribute vec3 varNormalTC[]; attribute vec3 varObjPosTC[]; varying vec3 VARYING_NAME(varNormal); varying vec3 VARYING_NAME(varObjPos); #if QT3DS_ENABLE_UV0 attribute vec3 varTexCoord0TC[]; varying vec3 VARYING_NAME(varTexCoord0); #endif #if QT3DS_ENABLE_TEXTAN attribute vec3 varTangentTC[]; attribute vec3 varObjTangentTC[]; varying vec3 VARYING_NAME(varTangent); varying vec3 VARYING_NAME(varObjTangent); #endif #if QT3DS_ENABLE_BINORMAL attribute vec3 varBinormalTC[]; attribute vec3 varObjBinormalTC[]; varying vec3 VARYING_NAME(varBinormal); varying vec3 VARYING_NAME(varObjBinormal); #endif #if QT3DS_ENABLE_WORLD_POSITION attribute vec3 varWorldPosTC[]; varying vec3 VARYING_NAME(varWorldPos); #endif void main() { ctNorm[0] = varNormalTC[0]; ctNorm[1] = varNormalTC[1]; ctNorm[2] = varNormalTC[2]; #if QT3DS_ENABLE_TEXTAN ctTangent[0] = varObjTangentTC[0]; ctTangent[1] = varObjTangentTC[1]; ctTangent[2] = varObjTangentTC[2]; #endif vec4 pos = tessShader( ); gl_Position = model_view_projection_matrix * pos; VARYING_NAME(varObjPos) = gl_TessCoord.z * varObjPosTC[0] + gl_TessCoord.x * varObjPosTC[1] + gl_TessCoord.y * varObjPosTC[2]; #if QT3DS_ENABLE_UV0 VARYING_NAME(varTexCoord0) = gl_TessCoord.z * varTexCoord0TC[0] + gl_TessCoord.x * varTexCoord0TC[1] + gl_TessCoord.y * varTexCoord0TC[2]; #endif #if QT3DS_ENABLE_WORLD_POSITION VARYING_NAME(varWorldPos) = gl_TessCoord.z * varWorldPosTC[0] + gl_TessCoord.x * varWorldPosTC[1] + gl_TessCoord.y * varWorldPosTC[2]; #endif VARYING_NAME(varNormal) = normalize(normal_matrix * teNorm); #if QT3DS_ENABLE_TEXTAN VARYING_NAME(varTangent) = normalize(normal_matrix * teTangent); VARYING_NAME(varObjTangent) = gl_TessCoord.z * varObjTangentTC[0] + gl_TessCoord.x * varObjTangentTC[1] + gl_TessCoord.y * varObjTangentTC[2]; #endif #if QT3DS_ENABLE_BINORMAL VARYING_NAME(varBinormal) = normalize(normal_matrix * teBinormal); VARYING_NAME(varObjBinormal) = gl_TessCoord.z * varObjBinormalTC[0] + gl_TessCoord.x * varObjBinormalTC[1] + gl_TessCoord.y * varObjBinormalTC[2]; #endif } #endif #endif