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<h1 class="title">planetDB.vert Example File</h1>
<span class="subtitle">planets-qml/shaders/gl3/planetDB.vert</span>
<!-- $$$planets-qml/shaders/gl3/planetDB.vert-description -->
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<pre class="cpp">/****************************************************************************
**
** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the Qt3D module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL3$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see http://www.qt.io/terms-conditions. For further
** information use the contact form at http://www.qt.io/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPLv3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or later as published by the Free
** Software Foundation and appearing in the file LICENSE.GPL included in
** the packaging of this file. Please review the following information to
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****************************************************************************/
#version 150 core
in vec3 vertexPosition;
in vec3 vertexNormal;
in vec2 vertexTexCoord;
in vec4 vertexTangent;
out vec4 positionInLightSpace;
out vec3 lightDir;
out vec3 viewDir;
out 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);
}</pre>
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