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.
  **
  ** $QT_BEGIN_LICENSE:LGPL3$
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  ** GNU Lesser General Public License Usage
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  ** 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
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  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);
  }