planetDB.vert Example File
planets-qml/shaders/es2/planetDB.vert/**************************************************************************** ** ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). ** Copyright (C) 2015 The Qt Company Ltd. ** Contact: http://www.qt.io/licensing/ ** ** This file is part of the Qt3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL3$ ** 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 http://www.qt.io/terms-conditions. For further ** information use the contact form at http://www.qt.io/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 3 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPLv3 included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 3 requirements ** will be met: https://www.gnu.org/licenses/lgpl.html. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 2.0 or later as published by the Free ** Software Foundation and appearing in the file LICENSE.GPL included in ** the packaging of this file. Please review the following information to ** ensure the GNU General Public License version 2.0 requirements will be ** met: http://www.gnu.org/licenses/gpl-2.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ attribute vec3 vertexPosition; attribute vec3 vertexNormal; attribute vec2 vertexTexCoord; attribute vec4 vertexTangent; varying vec4 positionInLightSpace; varying vec3 lightDir; varying vec3 viewDir; varying vec2 texCoord; uniform mat4 viewMatrix; uniform mat4 lightViewProjection; uniform mat4 modelMatrix; uniform mat4 modelView; uniform mat3 modelViewNormal; uniform mat4 mvp; uniform float texCoordScale; uniform vec3 lightPosition; void main() { const mat4 shadowMatrix = mat4(0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0); positionInLightSpace = shadowMatrix * lightViewProjection * modelMatrix * vec4(vertexPosition, 1.0); // Pass through texture coordinates texCoord = vertexTexCoord * texCoordScale; // Transform position, normal, and tangent to eye coords vec3 normal = normalize(modelViewNormal * vertexNormal); vec3 tangent = normalize(modelViewNormal * vertexTangent.xyz); vec3 position = vec3(modelView * vec4(vertexPosition, 1.0)); // Calculate binormal vector vec3 binormal = normalize(cross(normal, tangent)); // Construct matrix to transform from eye coords to tangent space mat3 tangentMatrix = mat3 ( tangent.x, binormal.x, normal.x, tangent.y, binormal.y, normal.y, tangent.z, binormal.z, normal.z); // Transform light direction and view direction to tangent space vec3 s = lightPosition - position; lightDir = normalize(tangentMatrix * vec3(viewMatrix * vec4(s, 1.0))); vec3 v = -position; viewDir = normalize(tangentMatrix * v); // Calculate vertex position in clip coordinates gl_Position = mvp * vec4(vertexPosition, 1.0); }