- Qt 5.5
- Qt3D Module
- Qt3D: Shadow Map QML Example
- ads.vert Example File
- Qt 5.5.1 Reference Documentation

# ads.vert Example File

shadow-map-qml/shaders/ads.vert

    /****************************************************************************
    **
    ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
    ** Contact: http://www.qt-project.org/legal
    **
    ** 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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    ****************************************************************************/

    #version 150 core

    in vec3 vertexPosition;
    in vec3 vertexNormal;

    out vec4 positionInLightSpace;
    out vec3 position;
    out vec3 normal;

    uniform mat4 lightViewProjection;
    uniform mat4 modelMatrix;
    uniform mat4 modelView;
    uniform mat3 modelViewNormal;
    uniform mat4 mvp;

    void main()
    {
        // positionInLightSpace = lightViewProjection * modelMatrix * vec4(vertexPosition, 1.0);
        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);

        normal = normalize(modelViewNormal * vertexNormal);
        position = vec3(modelView * vec4(vertexPosition, 1.0));

        gl_Position = mvp * vec4(vertexPosition, 1.0);
    }