| /**************************************************************************** |
| ** |
| ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). |
| ** Copyright (C) 2017 The Qt Company Ltd. |
| ** Contact: https://www.qt.io/licensing/ |
| ** |
| ** This file is part of the Qt3D module of the Qt Toolkit. |
| ** |
| ** $QT_BEGIN_LICENSE:BSD$ |
| ** 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. |
| ** |
| ** BSD License Usage |
| ** Alternatively, you may use this file under the terms of the BSD license |
| ** as follows: |
| ** |
| ** "Redistribution and use in source and binary forms, with or without |
| ** modification, are permitted provided that the following conditions are |
| ** met: |
| ** * Redistributions of source code must retain the above copyright |
| ** notice, this list of conditions and the following disclaimer. |
| ** * Redistributions in binary form must reproduce the above copyright |
| ** notice, this list of conditions and the following disclaimer in |
| ** the documentation and/or other materials provided with the |
| ** distribution. |
| ** * Neither the name of The Qt Company Ltd nor the names of its |
| ** contributors may be used to endorse or promote products derived |
| ** from this software without specific prior written permission. |
| ** |
| ** |
| ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
| ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
| ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
| ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
| ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
| ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
| ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
| ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
| ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
| ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." |
| ** |
| ** $QT_END_LICENSE$ |
| ** |
| ****************************************************************************/ |
| |
| 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); |
| } |