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// Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
// Copyright (C) 2017 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#version 450 core
layout(location=0) in vec3 vertexPosition;
layout(location=1) in vec3 vertexNormal;
layout(location=2) in vec2 vertexTexCoord;
layout(location=3) in vec4 vertexTangent;
layout(location=0) out vec3 lightDir;
layout(location=1) out vec3 viewDir;
layout(location=2) out vec2 texCoord;
layout(std140, binding = 0) uniform qt3d_render_view_uniforms {
mat4 viewMatrix;
mat4 projectionMatrix;
mat4 uncorrectedProjectionMatrix;
mat4 clipCorrectionMatrix;
mat4 viewProjectionMatrix;
mat4 inverseViewMatrix;
mat4 inverseProjectionMatrix;
mat4 inverseViewProjectionMatrix;
mat4 viewportMatrix;
mat4 inverseViewportMatrix;
vec4 textureTransformMatrix;
vec3 eyePosition;
float aspectRatio;
float gamma;
float exposure;
float time;
};
layout(std140, binding = 1) uniform qt3d_command_uniforms {
mat4 modelMatrix;
mat4 inverseModelMatrix;
mat4 modelViewMatrix;
mat3 modelNormalMatrix;
mat4 inverseModelViewMatrix;
mat4 modelViewProjection;
mat4 inverseModelViewProjectionMatrix;
};
layout(std140, binding = 2) uniform extras_uniforms {
float texCoordScale;
vec3 ka; // Ambient reflectivity
vec3 ks; // Specular reflectivity
float shininess; // Specular shininess factor
float opacity; // Alpha channel
vec3 lightPosition;
vec3 lightIntensity;
};
void main()
{
// Pass through texture coordinates
texCoord = vertexTexCoord * texCoordScale;
// Transform position, normal, and tangent to eye coords
vec3 normal = normalize(modelNormalMatrix * vertexNormal);
vec3 tangent = normalize(modelNormalMatrix * vertexTangent.xyz);
vec3 position = vec3(modelViewMatrix * 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 = modelViewProjection * vec4(vertexPosition, 1.0);
}
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