planetDB.vert Example File | Qt 3D 5.6

Qt 5.6 | Qt 3D | Qt 3D: Planets QML Example | planetDB.vert Example File

Qt 5.6.2 Reference Documentation

# planetDB.vert Example File

planets-qml/shaders/gl3/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.
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      ** $QT_END_LICENSE$
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      ****************************************************************************/

      #version 150 core

      in vec3 vertexPosition;
      in vec3 vertexNormal;
      in vec2 vertexTexCoord;
      in vec4 vertexTangent;

      out vec4 positionInLightSpace;
      out vec3 lightDir;
      out vec3 viewDir;
      out 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);
      }