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

Qt 5.6.3 Reference Documentation

# planetD.vert Example File

planets-qml/shaders/gl3/planetD.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
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      ** and conditions see http://www.qt.io/terms-conditions. For further
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      **
      ** 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
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      #version 150 core

      in vec3 vertexPosition;
      in vec3 vertexNormal;
      in vec2 vertexTexCoord;

      out vec4 positionInLightSpace;
      out vec3 position;
      out vec3 normal;
      out vec2 texCoord;

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

      uniform float texCoordScale;

      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);

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

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