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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
attribute vec3 vertexPosition;
attribute vec3 vertexNormal;
attribute vec2 vertexTexCoord;
attribute vec4 vertexTangent;
varying vec4 positionInLightSpace;
varying vec3 lightDir;
varying vec3 viewDir;
varying vec2 texCoord;
uniform mat4 viewMatrix;
uniform mat4 lightViewProjection;
uniform mat4 modelMatrix;
uniform mat4 modelView;
uniform mat3 modelViewNormal;
uniform mat4 mvp;
uniform float texCoordScale;
uniform vec3 lightPosition;
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);
// 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);
}
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