<?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE html> <html lang="en"> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <title>water.vert Example File | Qt 3D 5.9</title> <link rel="stylesheet" type="text/css" href="style/offline-simple.css" /> <script type="text/javascript"> document.getElementsByTagName("link").item(0).setAttribute("href", "style/offline.css"); // loading style sheet breaks anchors that were jumped to before // so force jumping to anchor again setTimeout(function() { var anchor = location.hash; // need to jump to different anchor first (e.g. none) location.hash = "#"; setTimeout(function() { location.hash = anchor; }, 0); }, 0); </script> </head> <body> <div class="header" id="qtdocheader"> <div class="main"> <div class="main-rounded"> <div class="navigationbar"> <table><tr> <td >Qt 5.9</td><td ><a href="qt3d-index.html">Qt 3D</a></td><td ><a href="qt3d-advancedcustommaterial-example.html">Qt 3D: Advanced custom material QML Example</a></td><td >water.vert Example File</td></tr></table><table class="buildversion"><tr> <td id="buildversion" width="100%" align="right">Qt 5.9.4 Reference Documentation</td> </tr></table> </div> </div> <div class="content"> <div class="line"> <div class="content mainContent"> <div class="sidebar"><div class="sidebar-content" id="sidebar-content"></div></div> <h1 class="title">water.vert Example File</h1> <span class="subtitle">advancedcustommaterial/shaders/es2/water.vert</span> <!-- $$$advancedcustommaterial/shaders/es2/water.vert-description --> <div class="descr"> <a name="details"></a> <pre class="cpp"> #define FP highp attribute FP vec3 vertexPosition; attribute FP vec3 vertexNormal; attribute FP vec2 vertexTexCoord; attribute FP vec4 vertexTangent; varying FP vec3 worldPosition; varying FP vec2 texCoord; varying FP vec2 movtexCoord; varying FP vec2 multexCoord; varying FP vec2 waveTexCoord; varying FP vec2 skyTexCoord; varying FP mat3 tangentMatrix; varying FP vec3 vpos; uniform FP mat4 modelMatrix; uniform FP mat3 modelNormalMatrix; uniform FP mat4 mvp; uniform FP float offsetx; uniform FP float offsety; uniform FP float vertYpos; uniform FP float texCoordScale; uniform FP float waveheight; uniform FP float waveRandom; void main() { // Scale texture coordinates for for fragment shader texCoord = vertexTexCoord * texCoordScale; movtexCoord = vertexTexCoord * texCoordScale; multexCoord = vertexTexCoord * (texCoordScale*0.5); waveTexCoord = vertexTexCoord * (texCoordScale * 6.0); skyTexCoord = vertexTexCoord * (texCoordScale * 0.2); // Add Animated x and y Offset to SKY, MOV and MUL texCoords movtexCoord = vec2(texCoord.x+offsetx,texCoord.y+offsety); multexCoord = vec2(texCoord.x-offsetx,texCoord.y+offsety); skyTexCoord = vec2(texCoord.x-(offsetx/2.0),texCoord.y-(offsety/2.0)); // Transform position, normal, and tangent to world coords worldPosition = vec3(modelMatrix * vec4(vertexPosition, 1.0)); FP vec3 normal = normalize(modelNormalMatrix * vertexNormal); FP vec3 tangent = normalize(vec3(modelMatrix * vec4(vertexTangent.xyz, 0.0))); // Make the tangent truly orthogonal to the normal by using Gram-Schmidt. // This allows to build the tangentMatrix below by simply transposing the // tangent -> world space matrix (which would now be orthogonal) tangent = normalize(tangent - dot(tangent, normal) * normal); // Calculate binormal vector. No "real" need to renormalize it, // as built by crossing two normal vectors. // To orient the binormal correctly, use the fourth coordinate of the tangent, // which is +1 for a right hand system, and -1 for a left hand system. FP vec3 binormal = cross(normal, tangent) * vertexTangent.w; // Construct matrix to transform from eye coords to tangent space tangentMatrix = mat3( tangent.x, binormal.x, normal.x, tangent.y, binormal.y, normal.y, tangent.z, binormal.z, normal.z); // Calculate animated vertex positions FP float sinPos = (vertexPosition.z)+(vertexPosition.x); FP float sinPos2 = (vertexPosition.y/2.0)+(vertexPosition.z); FP vec3 vertMod = vec3(vertexPosition.x,vertexPosition.y,vertexPosition.z); vertMod = vec3(vertMod.x+=sin(vertYpos*2.2-sinPos2)*waveheight, vertMod.y=sin(vertYpos*2.2+sinPos)*waveheight, vertMod.z-=sin(vertYpos*2.2-cos(sinPos2))*waveheight); FP vec3 vertModCom = vec3(vertMod.x+=cos(vertYpos*2.2-cos(sinPos2))*waveheight, vertMod.y=sin(vertYpos*2.2+cos(sinPos))*waveheight, vertMod.z-=cos(vertYpos*2.2-cos(sinPos))*waveheight); // Add wave animation only to vertices above world pos.y zero if(vertexPosition.y < 0.0){vertModCom = vertexPosition;} else{vertModCom = vertModCom;} vpos = vertModCom; // Calculate vertex position in clip coordinates gl_Position = mvp * vec4(vertModCom, 1.0); } </pre> </div> <!-- @@@advancedcustommaterial/shaders/es2/water.vert --> </div> </div> </div> </div> </div> <div class="footer"> <p> <acronym title="Copyright">©</acronym> 2017 The Qt Company Ltd. Documentation contributions included herein are the copyrights of their respective owners.<br> The documentation provided herein is licensed under the terms of the <a href="http://www.gnu.org/licenses/fdl.html">GNU Free Documentation License version 1.3</a> as published by the Free Software Foundation.<br> Qt and respective logos are trademarks of The Qt Company Ltd. in Finland and/or other countries worldwide. All other trademarks are property of their respective owners. </p> </div> </body> </html>