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authorLaszlo Agocs <laszlo.agocs@qt.io>2019-03-22 09:55:03 +0100
committerLaszlo Agocs <laszlo.agocs@qt.io>2019-06-13 10:13:45 +0200
commit53599592e09edd215bfa1eaa7e6f3a9f3fc50ae6 (patch)
tree1083ec3a18030bb6f09de58b2fe0ac1cb8aedc0b /tests/manual/rhi/shadowmap/main.vert
parentc143161608ded130919006f151bf92c44a0991d0 (diff)
downloadqtbase-53599592e09edd215bfa1eaa7e6f3a9f3fc50ae6.tar.gz
Introduce the Qt graphics abstraction as private QtGui helpers
Comes with backends for Vulkan, Metal, Direct3D 11.1, and OpenGL (ES). All APIs are private for now. Shader conditioning (i.e. generating a QRhiShader in memory or on disk from some shader source code) is done via the tools and APIs provided by qt-labs/qtshadertools. The OpenGL support follows the cross-platform tradition of requiring ES 2.0 only, while optionally using some (ES) 3.x features. It can operate in core profile contexts as well. Task-number: QTBUG-70287 Change-Id: I246f2e36d562e404012c05db2aa72487108aa7cc Reviewed-by: Lars Knoll <lars.knoll@qt.io>
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diff --git a/tests/manual/rhi/shadowmap/main.vert b/tests/manual/rhi/shadowmap/main.vert
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+#version 440
+
+layout(location = 0) in vec4 position;
+
+layout(std140, binding = 0) uniform buf {
+ mat4 mvp;
+ mat4 lightMvp;
+ mat4 shadowBias;
+ int useShadow;
+} ubuf;
+
+out gl_PerVertex { vec4 gl_Position; };
+
+layout(location = 0) out vec4 vLCVertPos;
+
+void main()
+{
+ vLCVertPos = ubuf.shadowBias * ubuf.lightMvp * position;
+ gl_Position = ubuf.mvp * position;
+}