Qt 5.9 | Qt 3D | Qt 3D: Advanced custom material QML Example | water.vert Example File

Qt 5.9.9 Reference Documentation

# water.vert Example File

advancedcustommaterial/shaders/gl3/water.vert

      #version 150 core

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

      out vec3 worldPosition;
      out vec2 texCoord;
      out vec2 movtexCoord;
      out vec2 multexCoord;
      out vec2 waveTexCoord;
      out vec2 skyTexCoord;
      out mat3 tangentMatrix;
      out vec3 vpos;

      uniform mat4 modelMatrix;
      uniform mat3 modelNormalMatrix;
      uniform mat4 mvp;

      uniform float offsetx;
      uniform float offsety;
      uniform float vertYpos;
      uniform float texCoordScale;
      uniform float waveheight;
      uniform float waveRandom;

      void main()
      {
          // Scale texture coordinates for for fragment shader
          texCoord = vertexTexCoord * texCoordScale;
          movtexCoord = vertexTexCoord * texCoordScale;
          multexCoord = vertexTexCoord * (texCoordScale*0.5);
          waveTexCoord = vertexTexCoord * (texCoordScale * 6);
          skyTexCoord = vertexTexCoord * (texCoordScale * 0.2);

          // Add Animated x and y Offset to SKY, MOV and MUL texCoords
          movtexCoord = vec2(texCoord.x+offsetx,texCoord.y+offsety);
          multexCoord = vec2(texCoord.x-offsetx,texCoord.y+offsety);
          skyTexCoord = vec2(texCoord.x-(offsetx/2),texCoord.y-(offsety/2));

          // Transform position, normal, and tangent to world coords
          worldPosition = vec3(modelMatrix * vec4(vertexPosition, 1.0));
          vec3 normal = normalize(modelNormalMatrix * vertexNormal);
          vec3 tangent = normalize(vec3(modelMatrix * vec4(vertexTangent.xyz, 0.0)));

          // Make the tangent truly orthogonal to the normal by using Gram-Schmidt.
          // This allows to build the tangentMatrix below by simply transposing the
          // tangent -> world space matrix (which would now be orthogonal)
          tangent = normalize(tangent - dot(tangent, normal) * normal);

          // Calculate binormal vector. No "real" need to renormalize it,
          // as built by crossing two normal vectors.
          // To orient the binormal correctly, use the fourth coordinate of the tangent,
          // which is +1 for a right hand system, and -1 for a left hand system.
          vec3 binormal = cross(normal, tangent) * vertexTangent.w;

          // Construct matrix to transform from eye coords to tangent space
          tangentMatrix = mat3(
              tangent.x, binormal.x, normal.x,
              tangent.y, binormal.y, normal.y,
              tangent.z, binormal.z, normal.z);

          // Calculate animated vertex positions

          float sinPos = (vertexPosition.z)+(vertexPosition.x);
          float sinPos2 = (vertexPosition.y/2)+(vertexPosition.z);
          vec3 vertMod = vec3(vertexPosition.x,vertexPosition.y,vertexPosition.z);

          vertMod = vec3(vertMod.x+=sin(vertYpos*2.2-sinPos2)*waveheight,
                         vertMod.y=sin(vertYpos*2.2+sinPos)*waveheight,
                         vertMod.z-=sin(vertYpos*2.2-cos(sinPos2))*waveheight);

          vec3 vertModCom = vec3(vertMod.x+=cos(vertYpos*2.2-cos(sinPos2))*waveheight,
                                 vertMod.y=sin(vertYpos*2.2+cos(sinPos))*waveheight,
                                 vertMod.z-=cos(vertYpos*2.2-cos(sinPos))*waveheight);

          // Add wave animation only to vertices above world pos.y zero
          if(vertexPosition.y < 0.0){vertModCom = vertexPosition;}
          else{vertModCom = vertModCom;}

          vpos = vertModCom;

          // Calculate vertex position in clip coordinates
          gl_Position = mvp * vec4(vertModCom, 1.0);
      }