Qt 5.11 | Qt 3D | Qt 3D: Planets QML Example | planetDB.vert Example File

Qt 5.11.3 Reference Documentation

# planetDB.vert Example File

planets-qml/shaders/es2/planetDB.vert

      /****************************************************************************
      **
      ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
      ** Copyright (C) 2017 The Qt Company Ltd.
      ** Contact: https://www.qt.io/licensing/
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      ** $QT_BEGIN_LICENSE:BSD$
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      ** Alternatively, you may use this file under the terms of the BSD license
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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);
      }