| /**************************************************************************** |
| ** |
| ** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB). |
| ** Contact: https://www.qt.io/licensing/ |
| ** |
| ** This file is part of the Qt3D module of the Qt Toolkit. |
| ** |
| ** $QT_BEGIN_LICENSE:BSD$ |
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| ** 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 |
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| ****************************************************************************/ |
| |
| #version 450 |
| |
| layout(location = 0) in vec3 vertexPosition; |
| layout(location = 1) in vec3 vertexNormal; |
| layout(location = 2) in vec4 vertexTangent; |
| layout(location = 3) in vec2 vertexTexCoord; |
| |
| layout(location = 0) out vec3 worldPosition; |
| layout(location = 1) out vec3 worldNormal; |
| layout(location = 2) out vec4 worldTangent; |
| layout(location = 3) out vec2 texCoord; |
| |
| layout(std140, binding = 0) uniform qt3d_render_view_uniforms { |
| mat4 viewMatrix; |
| mat4 projectionMatrix; |
| mat4 viewProjectionMatrix; |
| mat4 inverseViewMatrix; |
| mat4 inverseProjectionMatrix; |
| mat4 inverseViewProjectionMatrix; |
| mat4 viewportMatrix; |
| mat4 inverseViewportMatrix; |
| vec4 textureTransformMatrix; |
| vec3 eyePosition; |
| float aspectRatio; |
| float gamma; |
| float exposure; |
| float time; |
| }; |
| |
| layout(std140, binding = 1) uniform qt3d_command_uniforms { |
| mat4 modelMatrix; |
| mat4 inverseModelMatrix; |
| mat4 modelViewMatrix; |
| mat3 modelNormalMatrix; |
| mat4 inverseModelViewMatrix; |
| mat4 modelViewProjection; |
| mat4 inverseModelViewProjectionMatrix; |
| }; |
| |
| layout(std140, binding = 2) uniform qt3d_extras_uniforms { |
| float texCoordScale; |
| }; |
| |
| void main() |
| { |
| // Pass through scaled texture coordinates |
| texCoord = vertexTexCoord * texCoordScale; |
| |
| // Transform position, normal, and tangent to world space |
| worldPosition = vec3(modelMatrix * vec4(vertexPosition, 1.0)); |
| worldNormal = normalize(modelNormalMatrix * vertexNormal); |
| vec3 wt = normalize(vec3(modelMatrix * vec4(vertexTangent.xyz, 0.0))); |
| worldTangent = vec4(wt, vertexTangent.w); |
| |
| // Calculate vertex position in clip coordinates |
| gl_Position = modelViewProjection * vec4(vertexPosition, 1.0); |
| } |