/**************************************************************************** ** ** 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