Qt 5.9 | Qt 3D | Qt 3D: Planets QML Example | planetDB.vert Example File

Qt 5.9.3 Reference Documentation

# planetDB.vert Example File

planets-qml/shaders/gl3/planetDB.vert

      /****************************************************************************
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      ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
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      #version 150 core

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

      out vec3 lightDir;
      out vec3 viewDir;
      out vec2 texCoord;

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

      uniform float texCoordScale;

      uniform vec3 lightPosition;

      void main()
      {
          // 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);
      }