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4Qt3D11QBlendState15dstAlphaChangedEv_ZN4Qt3D19QBlendStateSeparateC2EPNS_5QNodeE_ZTVN4Qt3D19QBlendStateSeparateE_ZN4Qt3D19QBlendStateSeparateC1EPNS_5QNodeE_ZN4Qt3D11QBlendState4copyEPKNS_5QNodeE_ZN4Qt3D14QBlendEquationD2Ev_ZTVN4Qt3D14QBlendEquationE_ZN4Qt3D14QBlendEquationD1Ev_ZN4Qt3D14QBlendEquationD0Ev_ZN4Qt3D14QBlendEquationC2EPNS_5QNodeE_ZN4Qt3D14QBlendEquationC1EPNS_5QNodeE_ZN4Qt3D14QBlendEquation7setModeENS0_9BlendModeE_ZN4Qt3D14QBlendEquation11modeChangedEv_ZN4Qt3D14QBlendEquation4copyEPKNS_5QNodeE_ZN4Qt3D10QAlphaTestD2Ev_ZTVN4Qt3D10QAlphaTestE_ZN4Qt3D10QAlphaTestD1Ev_ZN4Qt3D10QAlphaTestD0Ev_ZN4Qt3D10QAlphaTestC2EPNS_5QNodeE_ZN4Qt3D10QAlphaTestC1EPNS_5QNodeE_ZN4Qt3D10QAlphaTest7setFuncENS0_9AlphaFuncE_ZN4Qt3D10QAlphaTest11funcChangedEv_ZN4Qt3D10QAlphaTest8setClampEf_ZN4Qt3D10QAlphaTest12clampChangedEv_ZN4Qt3D10QAlphaTest4copyEPKNS_5QNodeE_ZN4Qt3D10QDepthTestD2Ev_ZTVN4Qt3D10QDepthTestE_ZN4Qt3D10QDepthTestD1Ev_ZN4Qt3D10QDepthTestD0Ev_ZN4Qt3D10QDepthTestC2EPNS_5QNodeE_ZN4Qt3D10QDepthTestC1EPNS_5QNodeE_ZN4Qt3D10QDepthTest7setFuncENS0_9DepthFuncE_ZN4Qt3D10QDepthTest11funcChangedEv_ZN4Qt3D10QDepthTest4copyEPKNS_5QNodeE_ZN4Qt3D10QDepthMaskD2Ev_ZTVN4Qt3D10QDepthMaskE_ZN4Qt3D10QDepthMaskD1Ev_ZN4Qt3D10QDepthMaskD0Ev_ZN4Qt3D10QDepthMaskC2EPNS_5QNodeE_ZN4Qt3D10QDepthMaskC1EPNS_5QNodeE_ZN4Qt3D10QDepthMask7setMaskEb_ZN4Qt3D10QDepthMask11maskChangedEv_ZN4Qt3D10QDepthMask4copyEPKNS_5QNodeE_ZN4Qt3D9QCullFaceD2Ev_ZTVN4Qt3D9QCullFaceE_ZN4Qt3D9QCullFaceD1Ev_ZN4Qt3D9QCullFaceD0Ev_ZN4Qt3D9QCullFaceC2EPNS_5QNodeE_ZN4Qt3D9QCullFaceC1EPNS_5QNodeE_ZN4Qt3D9QCullFace7setModeENS0_11CullingModeE_ZN4Qt3D9QCullFace11modeChangedEv_ZN4Qt3D9QCullFace4copyEPKNS_5QNodeE_ZN4Qt3D10QFrontFaceD2Ev_ZTVN4Qt3D10QFrontFaceE_ZN4Qt3D10QFrontFaceD1Ev_ZN4Qt3D10QFrontFaceD0Ev_ZN4Qt3D10QFrontFaceC2EPNS_5QNodeE_ZN4Qt3D10QFrontFaceC1EPNS_5QNodeE_ZN4Qt3D10QFrontFace12setDirectionENS0_7FaceDirE_ZN4Qt3D10QFrontFace16directionChangedEv_ZN4Qt3D10QFrontFace4copyEPKNS_5QNodeE_ZN4Qt3D12QStencilTestD2Ev_ZTVN4Qt3D12QStencilTestE_ZN4Qt3D12QStencilTestD1Ev_ZN4Qt3D12QStencilTestD0Ev_ZN4Qt3D12QStencilTestC2EPNS_5QNodeE_ZN4Qt3D20QStencilTestSeparateC1ENS0_15StencilFaceModeEP7QObject_ZN4Qt3D12QStencilTestC1EPNS_5QNodeE_ZN4Qt3D12QStencilTest4copyEPKNS_5QNodeE_ZN4Qt3D20QStencilTestSeparate7setMaskEj_ZN4Qt3D20QStencilTestSeparate6setRefEi_ZN4Qt3D20QStencilTestSeparate7setFuncENS0_11StencilFuncE_ZN4Qt3D12QScissorTestD2Ev_ZTVN4Qt3D12QScissorTestE_ZN4Qt3D12QScissorTestD1Ev_ZN4Qt3D12QScissorTestD0Ev_ZN4Qt3D12QScissorTestC2EPNS_5QNodeE_ZN4Qt3D12QScissorTestC1EPNS_5QNodeE_ZN4Qt3D12QScissorTest7setLeftEi_ZN4Qt3D12QScissorTest11leftChangedEv_ZN4Qt3D12QScissorTest9setBottomEi_ZN4Qt3D12QScissorTest13bottomChangedEv_ZN4Qt3D12QScissorTest8setWidthEi_ZN4Qt3D12QScissorTest12widthChangedEv_ZN4Qt3D12QScissorTest9setHeightEi_ZN4Qt3D12QScissorTest13heightChangedEv_ZN4Qt3D12QScissorTest4copyEPKNS_5QNodeE_ZN4Qt3D10QDitheringD2Ev_ZTVN4Qt3D10QDitheringE_ZN4Qt3D10QDitheringD1Ev_ZN4Qt3D10QDitheringD0Ev_ZN4Qt3D10QDitheringC2EPNS_5QNodeE_ZN4Qt3D10QDitheringC1EPNS_5QNodeE_ZTVN4Qt3D12QRenderStateE_ZN4Qt3D12QRenderStateD1Ev_ZN4Qt3D12QRenderStateD0Ev_ZN4Qt3D12QRenderStateC1ERNS_19QRenderStatePrivateEPNS_5QNodeE_ZN4Qt3D17QRenderAttachmentD2Ev_ZTVN4Qt3D17QRenderAttachmentE_ZN4Qt3D17QRenderAttachmentD1Ev_ZN4Qt3D17QRenderAttachmentD0Ev_ZN4Qt3D17QRenderAttachmentC2EPNS_5QNodeE_ZN4Qt3D17QRenderAttachmentC1EPNS_5QNodeE_ZN4Qt3D17QRenderAttachmentC2ERNS_24QRenderAttachmentPrivateEPNS_5QNodeE_ZN4Qt3D17QRenderAttachmentC1ERNS_24QRenderAttachmentPrivateEPNS_5QNodeE_ZN4Qt3D17QRenderAttachment7setTypeENS0_20RenderAttachmentTypeE_ZN4Qt3D17QRenderAttachment11typeChangedEv_ZN4Qt3D17QRenderAttachment10setTextureEPNS_24QAbstractTextureProviderE_ZN4Qt3D17QRenderAttachment14textureChangedEv_ZN4Qt3D17QRenderAttachment11setMipLevelEi_ZN4Qt3D17QRenderAttachment15mipLevelChangedEv_ZN4Qt3D17QRenderAttachment8setLayerEi_ZN4Qt3D17QRenderAttachment12layerChangedEv_ZN4Qt3D17QRenderAttachment7setFaceENS0_11CubeMapFaceE_ZN4Qt3D17QRenderAttachment11faceChangedEv_ZN4Qt3D17QRenderAttachment7setNameERK7QString_ZN4Qt3D17QRenderAttachment11nameChangedEv_ZN4Qt3D17QRenderAttachment4copyEPKNS_5QNodeE_ZN4Qt3D13QRenderTargetD2Ev_ZTVN4Qt3D13QRenderTargetE_ZN4Qt3D13QRenderTargetD1Ev_ZN4Qt3D13QRenderTargetD0Ev_ZN4Qt3D13QRenderTargetC2EPNS_5QNodeE_ZN4Qt3D13QRenderTargetC1EPNS_5QNodeE_ZN4Qt3D13QRenderTargetC2ERNS_20QRenderTargetPrivateEPNS_5QNodeE_ZN4Qt3D13QRenderTargetC1ERNS_20QRenderTargetPrivateEPNS_5QNodeE_ZN4Qt3D13QRenderTarget16removeAttachmentEPNS_17QRenderAttachmentE_ZN4Qt3D13QRenderTarget13addAttachmentEPNS_17QRenderAttachmentE_ZN4Qt3D13QRenderTarget4copyEPKNS_5QNodeE_ZN4Qt3D14QAlphaCoverageD2Ev_ZTVN4Qt3D14QAlphaCoverageE_ZN4Qt3D14QAlphaCoverageD1Ev_ZN4Qt3D14QAlphaCoverageD0Ev_ZN4Qt3D14QAlphaCoverageC2EPNS_5QNodeE_ZN4Qt3D14QAlphaCoverageC1EPNS_5QNodeE_ZN4Qt3D11QAnnotationD2Ev_ZTVN4Qt3D11QAnnotationE_ZN4Qt3D11QAnnotationD1Ev_ZN4Qt3D11QAnnotationD0Ev_ZN4Qt3D11QAnnotationC2EPNS_5QNodeE_ZN4Qt3D11QAnnotationC1EPNS_5QNodeE_ZN4Qt3D11QAnnotation8setValueERK8QVariant_ZN4Qt3D11QAnnotation12valueChangedEv_ZN4Qt3D11QAnnotation7setNameERK7QString_ZN4Qt3D11QAnnotation11nameChangedEv_ZN4Qt3D11QAnnotation4copyEPKNS_5QNodeE_ZN4Qt3D17QParameterMappingD2Ev_ZTVN4Qt3D17QParameterMappingE_ZN4Qt3D17QParameterMappingD1Ev_ZN4Qt3D17QParameterMappingD0Ev_ZN4Qt3D17QParameterMappingC2EPNS_5QNodeE_ZN4Qt3D17QParameterMappingC1EPNS_5QNodeE_ZN4Qt3D17QParameterMappingC2ERNS_24QParameterMappingPrivateEPNS_5QNodeE_ZN4Qt3D17QParameterMappingC1ERNS_24QParameterMappingPrivateEPNS_5QNodeE_ZN4Qt3D17QParameterMappingC2ERK7QStringS3_NS0_7BindingEPNS_5QNodeE_ZN4Qt3D17QParameterMapping16setParameterNameERK7QString_ZN4Qt3D17QParameterMapping20parameterNameChangedEv_ZN4Qt3D17QParameterMapping21setShaderVariableNameERK7QString_ZN4Qt3D17QParameterMapping25shaderVariableNameChangedEv_ZN4Qt3D17QParameterMapping14setBindingTypeENS0_7BindingE_ZN4Qt3D17QParameterMapping18bindingTypeChangedEv_ZN4Qt3D17QParameterMapping4copyEPKNS_5QNodeE_ZTVN4Qt3D23PropertyReaderInterfaceE_ZN4Qt3D11QShaderDataD2Ev_ZTVN4Qt3D11QShaderDataE_ZN4Qt3D11QShaderDataD1Ev_ZN4Qt3D11QShaderDataD0Ev_ZN4Qt3D18QShaderDataPrivateC1Ev_ZN4Qt3D11QShaderDataC2EPNS_5QNodeE_ZN4Qt3D11QShaderDataC1EPNS_5QNodeE_ZN4Qt3D11QShaderDataC1ERNS_18QShaderDataPrivateEPNS_5QNodeE_ZN4Qt3D18QShaderDataPrivateC2E14QSharedPointerINS_23PropertyReaderInterfaceEE_ZN4Qt3D18QShaderDataPrivateC1E14QSharedPointerINS_23PropertyReaderInterfaceEE_ZN7QObject11setPropertyEPKcRK8QVariant_ZTIN4Qt3D23PropertyReaderInterfaceE_ZTSN4Qt3D23PropertyReaderInterfaceE_ZN4Qt3D14QPolygonOffsetD2Ev_ZTVN4Qt3D14QPolygonOffsetE_ZN4Qt3D14QPolygonOffsetD1Ev_ZN4Qt3D14QPolygonOffsetD0Ev_ZN4Qt3D14QPolygonOffsetC2EPNS_5QNodeE_ZN4Qt3D14QPolygonOffsetC1EPNS_5QNodeE_ZN4Qt3D14QPolygonOffset9setFactorEf_ZN4Qt3D14QPolygonOffset13factorChangedEf_ZN4Qt3D14QPolygonOffset8setUnitsEf_ZN4Qt3D14QPolygonOffset12unitsChangedEf_ZN4Qt3D14QPolygonOffset4copyEPKNS_5QNodeE_ZN4Qt3D10QColorMaskD2Ev_ZTVN4Qt3D10QColorMaskE_ZN4Qt3D10QColorMaskD1Ev_ZN4Qt3D10QColorMaskD0Ev_ZN4Qt3D10QColorMaskC2EPNS_5QNodeE_ZN4Qt3D10QColorMaskC1EPNS_5QNodeE_ZN4Qt3D10QColorMask6setRedEb_ZN4Qt3D10QColorMask10redChangedEv_ZN4Qt3D10QColorMask8setGreenEb_ZN4Qt3D10QColorMask12greenChangedEv_ZN4Qt3D10QColorMask7setBlueEb_ZN4Qt3D10QColorMask11blueChangedEv_ZN4Qt3D10QColorMask8setAlphaEb_ZN4Qt3D10QColorMask12alphaChangedEv_ZN4Qt3D10QColorMask4copyEPKNS_5QNodeE_ZN4Qt3D24QAbstractTextureProviderD2Ev_ZTVN4Qt3D24QAbstractTextureProviderE_ZN4Qt3D24QAbstractTextureProviderD1Ev_ZN4Qt3D24QAbstractTextureProviderD0Ev_ZN4Qt3D16QTextureWrapModeD2Ev_ZTVN4Qt3D16QTextureWrapModeE_ZN4Qt3D16QTextureWrapModeD1Ev_ZN4Qt3D16QTextureWrapModeD0Ev_ZN4Qt3D16QTextureWrapModeC1ENS0_8WrapModeEP7QObject_ZN4Qt3D24QAbstractTextureProviderC2EPNS_5QNodeE_ZN4Qt3D24QAbstractTextureProviderC1EPNS_5QNodeE_ZN4Qt3D24QAbstractTextureProviderC2ENS0_6TargetEPNS_5QNodeE_ZN4Qt3D24QAbstractTextureProviderC1ENS0_6TargetEPNS_5QNodeE_ZN4Qt3D24QAbstractTextureProviderC2ERNS_31QAbstractTextureProviderPrivateEPNS_5QNodeE_ZN4Qt3D24QAbstractTextureProviderC1ERNS_31QAbstractTextureProviderPrivateEPNS_5QNodeE_ZN4Qt3D24QAbstractTextureProvider8setWidthEi_ZN4Qt3D24QAbstractTextureProvider12widthChangedEv_ZN4Qt3D24QAbstractTextureProvider9setHeightEi_ZN4Qt3D24QAbstractTextureProvider13heightChangedEv_ZN4Qt3D24QAbstractTextureProvider8setDepthEi_ZN4Qt3D24QAbstractTextureProvider12depthChangedEv_ZN4Qt3D24QAbstractTextureProvider7setSizeEiii_ZN4Qt3D24QAbstractTextureProvider16setMaximumLayersEi_ZN4Qt3D24QAbstractTextureProvider20maximumLayersChangedEv_ZN4Qt3D24QAbstractTextureProvider9setUniqueEb_ZN4Qt3D24QAbstractTextureProvider13uniqueChangedEv_ZN4Qt3D24QAbstractTextureProvider9setFormatENS0_13TextureFormatE_ZN4Qt3D24QAbstractTextureProvider13formatChangedEv_ZN4Qt3D24QAbstractTextureProvider9setStatusENS0_6StatusE_ZN4Qt3D24QAbstractTextureProvider13statusChangedEv_ZNK4Qt3D24QAbstractTextureProvider6statusEv_ZN4Qt3D24QAbstractTextureProvider18setGenerateMipMapsEb_ZN4Qt3D24QAbstractTextureProvider22generateMipMapsChangedEv_ZN4Qt3D24QAbstractTextureProvider21setMinificationFilterENS0_6FilterE_ZN4Qt3D24QAbstractTextureProvider25minificationFilterChangedEv_ZN4Qt3D24QAbstractTextureProvider22setMagnificationFilterENS0_6FilterE_ZN4Qt3D24QAbstractTextureProvider26magnificationFilterChangedEv_ZN4Qt3D24QAbstractTextureProvider20setMaximumAnisotropyEf_ZN4Qt3D24QAbstractTextureProvider24maximumAnisotropyChangedEv_ZN4Qt3D24QAbstractTextureProvider21setComparisonFunctionENS0_18ComparisonFunctionE_ZN4Qt3D24QAbstractTextureProvider25comparisonFunctionChangedEv_ZN4Qt3D24QAbstractTextureProvider17setComparisonModeENS0_14ComparisonModeE_ZN4Qt3D24QAbstractTextureProvider21comparisonModeChangedEv_ZNK4Qt3D24QAbstractTextureProvider13textureImagesEv_ZN4Qt3D24QAbstractTextureProvider18removeTextureImageEPNS_21QAbstractTextureImageE_ZN4Qt3D24QAbstractTextureProvider15addTextureImageEPNS_21QAbstractTextureImageE_ZN4Qt3D24QAbstractTextureProvider11setWrapModeERKNS_16QTextureWrapModeE_ZN4Qt3D16QTextureWrapMode4setXENS0_8W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PQPQPQPQPQpPQPPH0S00CQ$@R=   ᒷ+   -QR , 7 B MWakЍ0h`TH<0$0@-0 0@0Ad@-@۶8@-@QP (8P 8@t88|@-pP`~@P&U T  0 U T0 @D0E US 0 U U U U U@D & * Z>>*S 51:3`//// ! 02BC< ",#    31 Q1101 RS /0  R0r‚ /0 R5r/ b1 b a0/2 B 30C ; 2 3  /0011 2$  34 //+; 2 3:  B  2! 2 S01} ŠS0C !S0C !!S!1C ,!S1C !2,°RS /  0r‚ /0 R2 B 30C ; 2$ 3 34 !1 R:0",S413`//ar$// *R:0",SJ413//ar$//SRQPÄM`-鄼Ѝ /,0 0   R 0/@-@'P p@p@-K P0@PL_`` 40F 0T P@p=Altd @lh@pt ph(p840p$40Pxl H `Xl0X,  8 < < XH  0ddLD\     p!!""""L##$$8%% (|((4)D))))*X*8,0,P,,,H.@.T....X//002\3p4466<7@788899h99;0<<===>,@l@l@@lABD EEEExEE.NNNO6,QSSPSxSTT,VlZdZZ\\@^4_d__,```a@aTaaa bTb dde<@eXeffgg>x??@lAAD B,BBC@DLMdVtWXXTZ[[]]^^`aacddfghikkkXmXnn p8qlq8s ??@@ ?@A BCCGL0M,M4MTMM N N>@AB`B\CDFFGxHHJJ0LL $PPPRRLSS@V8VlVhVV0WlWYYhYYYYZhZZ[[\\P]t]^^_``0bb<>>??@@@$ABCCCC$EIIJJKPLL0M(MMNOOOOPPPQQLS\VVxVVVdWWLXDXlXXXXhY`YYp[[P\H\\X^^8_0_X__``|ataPb`ee@f8flffQt3D::QRenderAttachment::RenderAttachmentTypeQSharedPointerEnteringExitingUnhandled FrameGraphNode typeUBO array member set for updateUBO scalar member Texture has no raw dataTexture data is null, texture data failed to loadQSurface*Exiting RenderThreadStarting Render thread and then going to sleep until it is ready for us...Render thread is now ready & calling thread is now awake againOpenGL debug message:RenderThread termination requested whilst waitingQSurface has been removedRenderer properly shutdownQOpenGLDebugMessageQT3D_DEBUG_LOGGINGCreating OpenGL context with formatOpenGL context created with actual formatOpenGL context creation failedQt3D: Enabling OpenGL debug loggingsyncQt3D: OpenGL debug logging requested but GL_KHR_debug not supportedGL_KHR_debugFailed to build render sceneDUMPING SCENERenderCommand should have a mesh to renderAllocating new VAOCreating new VAOGL error after drawing mesh:rendering frame Submitted Renderview /in msSubmission of Queue in ms <=> ms per RenderView <=> Avg RenderView/sSubmission Completed in Failed to load scene parser plugin makeCurrent failedunsupported:unsupported dataType:DataTypeCouldn't find free context IDtexture not active:truefalsecontext supportstexture unitsVAO support = glGetError:shader count =FBO incompleteremoving inactive textureNo free texture units! Building OpenGL 2/ES2 Helperbuffer bind faileduploaded buffer size=buffer creation failedbuffer binding failedfailed to resolve location for attribute:binding index buffer failedGL error after activating textureon unitFailed to create FBOFailed to link shader program:Failed to compile shader:Active Attribute Active Uniform in Default Block Initializing Uniform Block {}Active Uniform Block in block at index Error %d after setting uniform "%s" at location %dInvalid texture unit supplied for "%s"requires an OpenGL contextsomething went wrong, format shouldn't be automatic at this pointcould not find a matching OpenGL ES 2.0 unsized texture formatcreating QOpenGLTexture failed::ComparisonFunctionComparisonModetexture storage allocation failedGL error after generating mip-mapsglDrawElementsInstancedBaseVertexBaseInstance is not supported with OpenGL ES 2glDrawElementsInstancedBaseVertex is not supported with OpenGL ES 2glDrawElementsBaseVertex is not supported with OpenGL ES 2Tessellation not supported with OpenGL ES 2UBO are not supported by OpenGL ES 2.0 (since OpenGL ES 3.0)AlphaTest not available with OpenGL ES 2.0Unsupported FBO attachment OpenGL ES 2.0Unsupported Texture FBO attachment formatdrawBuffers is not supported by ES 2.0bindFragDataLocation is not supported by ES 2.0UBO are not supported by ES 2.0 (since ES 3.0)bindBufferBase is not supported by ES 2.0 (since ES 3.0)QMatrix4x2QMatrix2x3QMatrix3x4QMatrix2x2QMatrix4x3QMatrix3x2QMatrix3x3QMatrix2x4UINTQVariant type conversion not handled for ES 3.0 uniform typeforis not supported in ES 2.0unsupported uniform type:for Qt3D::Render::RenderTexture*Qt3D::Render::RenderShaderData*Trying to bind a Parameter that hasn't been defined Using default effect as none was providedNo parent entity found for EntityComponent AddedComponent Removedprevious states current states inverse -> states to change: scenestatusTexture and ShaderData are the only types of Node allowed as parametersUnknown surface typedatachildNodesQListQt3D::QShaderData*Qt3D::QTextureDataFunctorPtrNot QAbstractTextureProvider parent foundQt3D::QBufferFunctorPtrgeometryQt3D::QGeometryFunctorPtrElapsed nsecs since last call Terminating VSyncFrameAdvanceServiceincludeparameterrequiredrawBufferssortCriterionrenderStateeffectMesh is empty, nothing to loadLoading mesh fromOBJ load failure for:bindingannotationshaderProgramCouldn't read shader source file:2openGLFilterChanged()1_q_openGLFilterChanged()openGLFilterpassfailed to convertto GL type2modelReset()1onModelReset()2dataChanged(QModelIndex,QModelIndex)1onModelDataChanged(QModelIndex,QModelIndex)unknown role:unknown role nametechniqueIt is strongly discouraged to share SceneLoader component between entitiesattachmenttextureImageA QAbstractTextureImage was shared, expect a crash, undefined behavior at bestwrapModeXwrapModeYwrapModeZdataFunctorFailed to load image : implement loading from remote URLsgeometryFunctorattributeMissing position indexiodevicenot open for readingUnsupported number of indices in face elementLoaded mesh: pointsfacestriangles.normalstangents texture coordinates.Could not open filefor reading:u16::u32::vecunspported type:can't convertxto QVector3DbufferFunctor2valueChanged()2ambientChanged()2diffuseChanged()2specularChanged()2shininessChanged()2textureScaleChanged()2normalChanged()2clearColorChanged()2rectChanged()2viewportRectChanged()2cameraChanged()2coolChanged()2warmChanged()2alphaChanged()2betaChanged()Qt3D.Renderer.BackendQt3D.Renderer.FrontendQt3D.Renderer.IOQt3D.Renderer.JobsQt3D.Renderer.FramegraphQt3D.Renderer.RenderNodesQt3D.Renderer.RenderingQt3D.Renderer.MemoryQt3D.Renderer.ShadersQt3D.Renderer.RenderStatesQt3D.Renderer.VsyncAdvanceServiceN4Qt3D19QBackendNodeFunctorEN4Qt3D6Render14FrameGraphNodeEN4Qt3D6Render26FrameGraphComponentFunctorEvoid Qt3D::Render::FrameGraphVisitor::traverse(Qt3D::Render::FrameGraphNode*, Qt3D::Render::Renderer*, QVector >*)enabledinclude parameterinclude parameterN4Qt3D6Render16RenderPassFilterEenabledrequire parameterrequire parameterN4Qt3D6Render15TechniqueFilterErect clearColorenabledN4Qt3D6Render12ViewportNodeEvirtual void Qt3D::Render::RenderTargetSelector::sceneChangeEvent(const QSceneChangePtr&)targetenabled drawBuffersN4Qt3D6Render20RenderTargetSelectorElayersenabledN4Qt3D6Render15LayerFilterNodeEbuffersenabledN4Qt3D6Render11ClearBufferE sortCriterionenabledN4Qt3D6Render10SortMethodEsortN4Qt3D6Render13SortCriterionEN4Qt3D6Render25FrameGraphSubtreeSelectorE renderState renderStateN4Qt3D6Render12StateSetNodeEN4Qt3D6Render6NoDrawEvirtual void Qt3D::Render::UpdateWorldTransformJob::run()N4Qt3D6Render23UpdateWorldTransformJobEvirtual void Qt3D::Render::UpdateBoundingVolumeJob::run()N4Qt3D6Render23UpdateBoundingVolumeJobEvirtual void Qt3D::Render::RenderViewJob::run()N4Qt3D6Render13RenderViewJobE..[0]..[%1]N4Qt3D6Render12LoadSceneJobEN4Qt3D6Render15FrameCleanupJobEN4Qt3D6Render19FramePreparationJobEvirtual void Qt3D::Render::LoadTextureDataJob::run()N4Qt3D6Render18LoadTextureDataJobEvirtual void Qt3D::Render::LoadBufferJob::run()N4Qt3D6Render13LoadBufferJobEN4Qt3D6Render15LoadGeometryJobEN4Qt3D22QAbstractAspectPrivateEN4Qt3D20QRenderAspectPrivateEN4Qt3D6Render17RenderNodeFunctorINS0_15RenderTransformENS0_16TransformManagerEEEN4Qt3D6Render17RenderNodeFunctorINS0_14RenderMaterialENS0_15MaterialManagerEEEN4Qt3D6Render17RenderNodeFunctorINS0_15RenderTechniqueENS0_16TechniqueManagerEEEN4Qt3D6Render17RenderNodeFunctorINS0_12RenderShaderENS0_13ShaderManagerEEEN4Qt3D6Render17RenderNodeFunctorINS0_12RenderEffectENS0_13EffectManagerEEEN4Qt3D6Render17RenderNodeFunctorINS0_16RenderAnnotationENS0_16CriterionManagerEEEN4Qt3D6Render17RenderNodeFunctorINS0_16RenderCameraLensENS0_13CameraManagerEEEN4Qt3D6Render17RenderNodeFunctorINS0_11RenderLayerENS0_12LayerManagerEEEN4Qt3D6Render17RenderNodeFunctorINS0_16RenderRenderPassENS0_17RenderPassManagerEEEN4Qt3D6Render17RenderNodeFunctorINS0_12RenderTargetENS0_19RenderTargetManagerEEEN4Qt3D6Render17RenderNodeFunctorINS0_16RenderAttachmentENS0_17AttachmentManagerEEEN4Qt3D6Render17RenderNodeFunctorINS0_13SortCriterionENS0_20SortCriterionManagerEEEN4Qt3D6Render21FrameGraphNodeFunctorINS0_11ClearBufferENS_12QClearBufferEEEN4Qt3D6Render21FrameGraphNodeFunctorINS0_15TechniqueFilterENS_16QTechniqueFilterEEEN4Qt3D6Render21FrameGraphNodeFunctorINS0_12ViewportNodeENS_9QViewportEEEN4Qt3D6Render21FrameGraphNodeFunctorINS0_16RenderPassFilterENS_17QRenderPassFilterEEEN4Qt3D6Render21FrameGraphNodeFunctorINS0_14CameraSelectorENS_15QCameraSelectorEEEN4Qt3D6Render21FrameGraphNodeFunctorINS0_20RenderTargetSelectorENS_21QRenderTargetSelectorEEEN4Qt3D6Render21FrameGraphNodeFunctorINS0_15LayerFilterNodeENS_12QLayerFilterEEEN4Qt3D6Render21FrameGraphNodeFunctorINS0_10SortMethodENS_11QSortMethodEEEN4Qt3D6Render21FrameGraphNodeFunctorINS0_25FrameGraphSubtreeSelectorENS_19QFrameGraphSelectorEEEN4Qt3D6Render17RenderNodeFunctorINS0_15RenderParameterENS0_16ParameterManagerEEEN4Qt3D6Render21FrameGraphNodeFunctorINS0_12StateSetNodeENS_9QStateSetEEEN4Qt3D6Render21FrameGraphNodeFunctorINS0_6NoDrawENS_7QNoDrawEEEN4Qt3D6Render17RenderNodeFunctorINS0_15RenderAttributeENS0_16AttributeManagerEEEN4Qt3D6Render17RenderNodeFunctorINS0_14RenderGeometryENS0_15GeometryManagerEEEsurfacerendervoid Qt3D::Render::Renderer::setFrameGraphRoot(const Qt3D::QNodeId&)DefaultMateriallightPoslightIntensityambientdiffusedefault-techniqueqrc:/shaders/es2/diffuse.vertqrc:/shaders/es2/diffuse.fragqrc:/shaders/diffuse.vertqrc:/shaders/diffuse.fragqrc:/shaders/es2/diffuse.vertqrc:/shaders/es2/diffuse.frag DefaultShaderlightPoslightPos lightPositionlightIntensitydiffusediffusekdambientambientkavoid Qt3D::Render::Renderer::shutdown()void Qt3D::Render::Renderer::initialize(QOpenGLContext*)void Qt3D::Render::Renderer::setSurface(QSurface*)void Qt3D::Render::Renderer::setSceneGraphRoot(Qt3D::Render::RenderEntity*)void Qt3D::Render::Renderer::executeCommands(const QVector&)void Qt3D::Render::Renderer::submitRenderViews() /sceneparsersenabled parametereffect parametereffectN4Qt3D6Render14RenderMaterialEbool Qt3D::Render::QGraphicsContext::makeCurrent(QSurface*)static GLint Qt3D::Render::QGraphicsContext::elementType(GLint)static GLint Qt3D::Render::QGraphicsContext::tupleSizeFromType(GLint)static GLuint Qt3D::Render::QGraphicsContext::byteSizeFromType(GLint)static GLint Qt3D::Render::QGraphicsContext::glDataTypeFromAttributeDataType(Qt3D::QAbstractAttribute::DataType)void Qt3D::Render::QGraphicsContext::deactivateTexture(Qt3D::Render::RenderTexture*)GL_OES_vertex_array_objectGL_ARB_vertex_array_objectGL_APPLE_vertex_array_objectbool Qt3D::Render::QGraphicsContext::beginDrawing(QSurface*, const QColor&)void Qt3D::Render::QGraphicsContext::activateShader(Qt3D::Render::RenderShader*)GLint Qt3D::Render::QGraphicsContext::assignUnitForTexture(Qt3D::Render::RenderTexture*)void Qt3D::Render::QGraphicsContext::resolveHighestOpenGLFunctions()void Qt3D::Render::{anonymous}::uploadDataToGLBuffer(Qt3D::Render::RenderBuffer*, QOpenGLBuffer&)QOpenGLBuffer Qt3D::Render::{anonymous}::createGLBufferFor(Qt3D::Render::RenderBuffer*)void Qt3D::Render::QGraphicsContext::specifyIndices(Qt3D::Render::RenderBuffer*)vertexSourceCodefragmentSourceCodetessellationControlSourceCode tessellationEvaluationSourceCodegeometrySourceCodecomputeSourceCode.N4Qt3D6Render12RenderShaderE openGLFilterpass parameter annotationpass parameter annotationN4Qt3D6Render15RenderTechniqueEprojectionMatrixenabledN4Qt3D6Render16RenderCameraLensEN4Qt3D6Render13QUniformValueEN4Qt3D6Render14TextureUniformEQOpenGLTexture* Qt3D::Render::RenderTexture::buildGLTexture()void Qt3D::Render::RenderTexture::setToGLTexture(Qt3D::Render::RenderTextureImage*, Qt3D::TexImageData*)widthheightdepthmipmapsminificationFiltermagnificationFilter wrapModeX wrapModeX wrapModeXformattargetmaximumAnisotropycomparisonFunctioncomparisonMode maximumLayersunique textureImage textureImageQOpenGLTexture* Qt3D::Render::RenderTexture::getOrCreateGLTexture()N4Qt3D6Render13RenderTextureEN4Qt3D6Render20RenderTextureFunctorEN4Qt3D6Render11RenderStateEN4Qt3D6Render13GenericState2INS0_10BlendStateEjjEEN4Qt3D6Render13GenericState4INS0_18BlendStateSeparateEjjjjEEN4Qt3D6Render13GenericState1INS0_13BlendEquationEjEEN4Qt3D6Render13GenericState2INS0_9AlphaFuncEjfEEN4Qt3D6Render13GenericState1INS0_9DepthTestEjEEN4Qt3D6Render13GenericState1INS0_9DepthMaskEhEEN4Qt3D6Render13GenericState1INS0_8CullFaceEjEEN4Qt3D6Render13GenericState1INS0_9FrontFaceEjEEN4Qt3D6Render13GenericState4INS0_11ScissorTestEiiiiEEN4Qt3D6Render13GenericState6INS0_11StencilTestEjijjijEEN4Qt3D6Render13GenericState2INS0_13PolygonOffsetEffEEN4Qt3D6Render13GenericState4INS0_9ColorMaskEhhhhEEN4Qt3D6Render13GenericState1INS0_9ClipPlaneEiEEN4Qt3D6Render13GenericState6INS0_9StencilOpEjjjjjjEEN4Qt3D6Render13GenericState2INS0_11StencilMaskEjjEEN4Qt3D6Render10BlendStateEN4Qt3D6Render18BlendStateSeparateEN4Qt3D6Render13BlendEquationEN4Qt3D6Render9AlphaFuncEN4Qt3D6Render9DepthTestEN4Qt3D6Render9DepthMaskEN4Qt3D6Render8CullFaceEN4Qt3D6Render9FrontFaceEN4Qt3D6Render9DitheringEN4Qt3D6Render11ScissorTestEN4Qt3D6Render11StencilTestEN4Qt3D6Render13AlphaCoverageEN4Qt3D6Render13PolygonOffsetEN4Qt3D6Render9ColorMaskEN4Qt3D6Render9ClipPlaneEN4Qt3D6Render9StencilOpEN4Qt3D6Render11StencilMaskEN4Qt3D6Render24QGraphicsHelperInterfaceEvirtual void Qt3D::Render::QGraphicsHelperES2::alphaTest(GLenum, GLenum)static const char* Qt3D::Render::QGraphicsUtils::bytesFromVariant(const QVariant&) [with T = float]static const char* Qt3D::Render::QGraphicsUtils::bytesFromVariant(const QVariant&) [with T = int]virtual void Qt3D::Render::QGraphicsHelperES2::bindUniform(const QVariant&, const Qt3D::Render::ShaderUniform&)N4Qt3D6Render18QGraphicsHelperES2E modelMatrix viewMatrixprojectionMatrix modelViewmodelViewProjectionmvpinverseModelMatrixinverViewMatrixinverseProjectionMatrixinverseModelViewinverseModelViewProjectionmodelNormalMatrixmodelViewNormalviewportMatrixinverseViewportMatrixtimevoid Qt3D::Render::RenderView::setShaderAndUniforms(Qt3D::Render::RenderCommand*, Qt3D::Render::RenderRenderPass*, Qt3D::Render::ParameterInfoList&, const QMatrix4x4&) technique parameter technique parameterN4Qt3D6Render12RenderEffectE annotation shaderProgrambinding renderState parameter annotation shaderProgrambinding renderState parameterN4Qt3D6Render16RenderRenderPassEnamesenabledN4Qt3D6Render11RenderLayerEvoid Qt3D::Render::RenderEntity::cleanup()virtual void Qt3D::Render::RenderEntity::updateFromPeer(Qt3D::QNode*)virtual void Qt3D::Render::RenderEntity::sceneChangeEvent(const QSceneChangePtr&)N4Qt3D6Render12RenderEntityEN4Qt3D6Render19RenderEntityFunctorEmatrixenabledN4Qt3D6Render15RenderTransformE attachment attachmentN4Qt3D6Render12RenderTargetEtypetexturemipLevellayerfacenameN4Qt3D6Render16RenderAttachmentEsourceN4Qt3D6Render11RenderSceneEN4Qt3D6Render18RenderSceneFunctorEvaluenameN4Qt3D6Render16RenderAnnotationEnamevalueN4Qt3D6Render15RenderParameterE TransformedN4Qt3D6Render16RenderShaderDataEN4Qt3D6Render23RenderShaderDataFunctorElayer mipmapLevel cubeMapFace dataFunctorN4Qt3D6Render18RenderTextureImageEN4Qt3D6Render25RenderTextureImageFunctorEdatatypeusage bufferFunctorN4Qt3D6Render12RenderBufferEN4Qt3D6Render19RenderBufferFunctorEnamedataTypedataSizecount byteStride byteOffsetdivisor 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B%normaldiffusespecularmap.fragmgl34pervertexcolor.vertoTnormaldiffusemap.vert ZWdiffuse.vert diffusespecularmap.vertodiffusemap.vert hݴbasic.vert Tphong.vert C1tnormaldiffusespecularmap.vertpervertexcolor.fragnnormaldiffusemap.frag [Cdiffuse.frag diffusespecularmap.frag{diffusemap.frag iWbasic.fragnormaldiffusemapalpha.fraglbes2 gooch.fragcunlittexture.frag߅wphongalpha.frag Askybox.vert 4gooch.vertw4unlittexture.vertޑphongalpha.vert @Wskybox.frag#version 150 core // TODO: Replace with a uniform block uniform vec4 lightPosition; uniform vec3 lightIntensity; // TODO: Replace with a struct uniform vec3 ka; // Ambient reflectivity uniform vec3 kd; // Diffuse reflectivity uniform vec3 ks; // Specular reflectivity uniform float shininess; // Specular shininess factor in vec3 position; in vec3 normal; out vec4 fragColor; vec3 adsModel( const in vec3 pos, const in vec3 n ) { // Calculate the vector from the light to the fragment vec3 s = normalize( vec3( lightPosition ) - pos ); // Calculate the vector from the fragment to the eye position // (origin since this is in "eye" or "camera" space) vec3 v = normalize( -pos ); // Reflect the light beam using the normal at this fragment vec3 r = reflect( -s, n ); // Calculate the diffuse component float diffuse = max( dot( s, n ), 0.0 ); // Calculate the specular component float specular = 0.0; if ( dot( s, n ) > 0.0 ) specular = pow( max( dot( r, v ), 0.0 ), shininess ); // Combine the ambient, diffuse and specular contributions return lightIntensity * ( ka + kd * diffuse + ks * specular ); } void main() { fragColor = vec4( adsModel( position, normalize( normal ) ), 1.0 ); } t#version 150 core in vec3 lightDir; in vec3 viewDir; in vec2 texCoord; uniform sampler2D diffuseTexture; uniform sampler2D specularTexture; uniform sampler2D normalTexture; // TODO: Replace with a uniform block uniform vec4 lightPosition; uniform vec3 lightIntensity; // TODO: Replace with a struct uniform vec3 ka; // Ambient reflectivity uniform float shininess; // Specular shininess factor out vec4 fragColor; void adsModel( const in vec3 norm, const in vec3 diffuseReflect, out vec3 ambientAndDiff, out vec3 spec ) { // Reflection of light direction about normal vec3 r = reflect( -lightDir, norm ); // Calculate the ambient contribution vec3 ambient = lightIntensity * ka; // Calculate the diffuse contribution float sDotN = max( dot( lightDir, norm ), 0.0 ); vec3 diffuse = lightIntensity * diffuseReflect * sDotN; // Sum the ambient and diffuse contributions ambientAndDiff = ambient + diffuse; // Calculate the specular highlight contribution spec = vec3( 0.0 ); if ( sDotN > 0.0 ) spec = lightIntensity * ( shininess / ( 8.0 * 3.14 ) ) * pow( max( dot( r, viewDir ), 0.0 ), shininess ); } void main() { // Sample the textures at the interpolated texCoords vec4 diffuseTextureColor = texture( diffuseTexture, texCoord ); vec4 specularTextureColor = texture( specularTexture, texCoord ); vec4 normal = 2.0 * texture( normalTexture, texCoord ) - vec4( 1.0 ); // Calculate the lighting model, keeping the specular component separate vec3 ambientAndDiff, spec; adsModel( normalize( normal.xyz ), diffuseTextureColor.xyz, ambientAndDiff, spec ); // Multiply specular factor by specular texture sample vec3 specularColor = spec * specularTextureColor.rgb; // Combine spec with ambient+diffuse for final fragment color fragColor = vec4( ambientAndDiff + specularColor, 1.0 ); } #version 150 core in vec3 vertexPosition; in vec3 vertexNormal; in vec3 vertexColor; out vec3 position; out vec3 normal; out vec3 color; uniform mat4 modelView; uniform mat3 modelViewNormal; uniform mat4 mvp; void main() { normal = normalize( modelViewNormal * vertexNormal ); position = vec3( modelView * vec4( vertexPosition, 1.0 ) ); color = vertexColor; gl_Position = mvp * vec4( vertexPosition, 1.0 ); } #version 150 core in vec3 vertexPosition; in vec3 vertexNormal; in vec2 vertexTexCoord; in vec4 vertexTangent; out vec3 lightDir; out vec3 viewDir; out vec2 texCoord; uniform mat4 modelView; uniform mat3 modelViewNormal; uniform mat4 projectionMatrix; uniform mat4 mvp; uniform float texCoordScale; // TODO: Replace with a uniform block uniform vec4 lightPosition; uniform vec3 lightIntensity; void main() { // 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 = vec3( lightPosition ) - position; lightDir = normalize( tangentMatrix * s ); vec3 v = -position; viewDir = normalize( tangentMatrix * v ); // Calculate vertex position in clip coordinates gl_Position = mvp * vec4( vertexPosition, 1.0 ); } #version 150 //layout (location = 0) in vec3 vertexPosition; //layout (location = 1) in vec3 vertexNormal; out vec3 position; out vec3 normal; uniform mat4 modelView; uniform mat3 modelViewNormal; uniform mat4 modelViewProjection; void main() { normal = normalize( modelViewNormal * vertexNormal ); position = vec3( modelView * vec4( vertexPosition, 1.0 ) ); gl_Position = modelViewProjection * vec4( vertexPosition, 1.0 ); } #version 150 core in vec3 vertexPosition; in vec3 vertexNormal; in vec2 vertexTexCoord; out vec3 position; out vec3 normal; out vec2 texCoord; uniform mat4 modelView; uniform mat3 modelViewNormal; uniform mat4 mvp; uniform float texCoordScale; void main() { texCoord = vertexTexCoord * texCoordScale; normal = normalize( modelViewNormal * vertexNormal ); position = vec3( modelView * vec4( vertexPosition, 1.0 ) ); gl_Position = mvp * vec4( vertexPosition, 1.0 ); } #version 150 core in vec3 vertexPosition; in vec3 vertexNormal; in vec2 vertexTexCoord; out vec3 position; out vec3 normal; out vec2 texCoord; uniform mat4 modelView; uniform mat3 modelViewNormal; uniform mat4 mvp; uniform float texCoordScale; void main() { texCoord = vertexTexCoord * texCoordScale; normal = normalize( modelViewNormal * vertexNormal ); position = vec3( modelView * vec4( vertexPosition, 1.0 ) ); gl_Position = mvp * vec4( vertexPosition, 1.0 ); } #version 150 in vec3 vertexPosition; in vec3 vertexColor; out vec3 color; void main() { // Pass through the color to the fragment shader color = vertexColor; // Calculate the vertex position gl_Position = vec4( vertexPosition, 1.0 ); } p#version 150 core in vec3 vertexPosition; in vec3 vertexNormal; out vec3 position; out vec3 normal; uniform mat4 modelView; uniform mat3 modelViewNormal; uniform mat4 mvp; void main() { normal = normalize( modelViewNormal * vertexNormal ); position = vec3( modelView * vec4( vertexPosition, 1.0 ) ); gl_Position = mvp * vec4( vertexPosition, 1.0 ); } #version 150 core in vec3 vertexPosition; in vec3 vertexNormal; in vec2 vertexTexCoord; in vec4 vertexTangent; out vec3 lightDir; out vec3 viewDir; out vec2 texCoord; uniform mat4 modelView; uniform mat3 modelViewNormal; uniform mat4 projectionMatrix; uniform mat4 mvp; uniform float texCoordScale; // TODO: Replace with a uniform block uniform vec4 lightPosition; uniform vec3 lightIntensity; void main() { // 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 = vec3( lightPosition ) - position; lightDir = normalize( tangentMatrix * s ); vec3 v = -position; viewDir = normalize( tangentMatrix * v ); // Calculate vertex position in clip coordinates gl_Position = mvp * vec4( vertexPosition, 1.0 ); } #version 150 core // TODO: Replace with a uniform block uniform vec4 lightPosition; uniform vec3 lightIntensity; in vec3 position; in vec3 normal; in vec3 color; out vec4 fragColor; vec3 adModel( const in vec3 pos, const in vec3 n, const in vec3 col ) { // Calculate the vector from the light to the fragment vec3 s = normalize( vec3( lightPosition ) - pos ); // Calculate the diffuse component float diffuse = max( dot( s, n ), 0.0 ); // Combine the ambient and diffuse contributions return lightIntensity * ( col + col * diffuse ); } void main() { fragColor = vec4( adModel( position, normalize( normal ), color ), 1.0 ); } #version 150 core in vec3 lightDir; in vec3 viewDir; in vec2 texCoord; uniform sampler2D diffuseTexture; uniform sampler2D normalTexture; // TODO: Replace with a uniform block uniform vec4 lightPosition; uniform vec3 lightIntensity; // TODO: Replace with a struct uniform vec3 ka; // Ambient reflectivity uniform vec3 ks; // Specular reflectivity uniform float shininess; // Specular shininess factor out vec4 fragColor; void adsModel( const in vec3 norm, const in vec3 diffuseReflect, out vec3 ambientAndDiff, out vec3 spec ) { // Reflection of light direction about normal vec3 r = reflect( -lightDir, norm ); // Calculate the ambient contribution vec3 ambient = lightIntensity * ka; // Calculate the diffuse contribution float sDotN = max( dot( lightDir, norm ), 0.0 ); vec3 diffuse = lightIntensity * diffuseReflect * sDotN; // Sum the ambient and diffuse contributions ambientAndDiff = ambient + diffuse; // Calculate the specular highlight contribution spec = vec3( 0.0 ); if ( sDotN > 0.0 ) spec = lightIntensity * ks * pow( max( dot( r, viewDir ), 0.0 ), shininess ); } void main() { // Sample the textures at the interpolated texCoords vec4 diffuseTextureColor = texture( diffuseTexture, texCoord ); vec4 normal = 2.0 * texture( normalTexture, texCoord ) - vec4( 1.0 ); // Calculate the lighting model, keeping the specular component separate vec3 ambientAndDiff, spec; adsModel( normalize( normal.xyz ), diffuseTextureColor.xyz, ambientAndDiff, spec ); // Combine spec with ambient+diffuse for final fragment color fragColor = vec4( ambientAndDiff + spec, 1.0 ); } ^#version 150 uniform vec4 lightPosition; uniform vec3 lightIntensity; uniform vec3 kd; // Diffuse reflectivity uniform vec3 ka; // Ambient reflectivity in vec3 position; in vec3 normal; //layout (location = 0) out vec4 fragColor; void main() { // Calculate the vector from the light to the fragment vec3 s = normalize( vec3( lightPosition ) - position ); // Calculate the diffuse lighting factor vec3 n = normalize( normal ); float diffuse = max( dot( s, n ), 0.0 ); // Multiply by incoming light intensity fragColor = vec4( lightIntensity * (kd * diffuse + ka), 1.0 ); } #version 150 core // TODO: Replace with a uniform block uniform vec4 lightPosition; uniform vec3 lightIntensity; // TODO: Replace with a struct uniform vec3 ka; // Ambient reflectivity uniform float shininess; // Specular shininess factor uniform sampler2D diffuseTexture; uniform sampler2D specularTexture; in vec3 position; in vec3 normal; in vec2 texCoord; out vec4 fragColor; vec3 adsModel( const in vec3 pos, const in vec3 n ) { // Calculate the vector from the light to the fragment vec3 s = normalize( vec3( lightPosition ) - pos ); // Calculate the vector from the fragment to the eye position // (origin since this is in "eye" or "camera" space) vec3 v = normalize( -pos ); // Reflect the light beam using the normal at this fragment vec3 r = reflect( -s, n ); // Calculate the diffuse component float diffuse = max( dot( s, n ), 0.0 ); // Calculate the specular component float specular = 0.0; if ( dot( s, n ) > 0.0 ) specular = ( shininess / ( 8.0 * 3.14 ) ) * pow( max( dot( r, v ), 0.0 ), shininess ); // Lookup diffuse and specular factors vec3 diffuseColor = texture( diffuseTexture, texCoord ).rgb; vec3 specularColor = texture( specularTexture, texCoord ).rgb; // Combine the ambient, diffuse and specular contributions return lightIntensity * ( ( ka + diffuse ) * diffuseColor + specular * specularColor ); } void main() { fragColor = vec4( adsModel( position, normalize( normal ) ), 1.0 ); } #version 150 core // TODO: Replace with a uniform block uniform vec4 lightPosition; uniform vec3 lightIntensity; // TODO: Replace with a struct uniform vec3 ka; // Ambient reflectivity uniform vec3 ks; // Specular reflectivity uniform float shininess; // Specular shininess factor uniform sampler2D diffuseTexture; in vec3 position; in vec3 normal; in vec2 texCoord; out vec4 fragColor; vec3 adsModel( const in vec3 pos, const in vec3 n ) { // Calculate the vector from the light to the fragment vec3 s = normalize( vec3( lightPosition ) - pos ); // Calculate the vector from the fragment to the eye position // (origin since this is in "eye" or "camera" space) vec3 v = normalize( -pos ); // Reflect the light beam using the normal at this fragment vec3 r = reflect( -s, n ); // Calculate the diffuse component float diffuse = max( dot( s, n ), 0.0 ); // Calculate the specular component float specular = 0.0; if ( dot( s, n ) > 0.0 ) specular = pow( max( dot( r, v ), 0.0 ), shininess ); // Lookup diffuse color vec3 diffuseColor = texture( diffuseTexture, texCoord ).rgb; // Combine the ambient, diffuse and specular contributions return lightIntensity * ( ( ka + diffuse ) * diffuseColor + ks * specular ); } void main() { fragColor = vec4( adsModel( position, normalize( normal ) ), 1.0 ); //fragColor = vec4( texCoord.s, texCoord.t, 0.0, 1.0 ); } #version 150 in vec3 color; out vec4 fragColor; void main() { // The color variable is interpolated to this fragment's position // for us by OpenGL. fragColor = vec4( color, 1.0 ); } #version 150 core in vec3 lightDir; in vec3 viewDir; in vec2 texCoord; uniform sampler2D diffuseTexture; uniform sampler2D normalTexture; // TODO: Replace with a uniform block uniform vec4 lightPosition; uniform vec3 lightIntensity; // TODO: Replace with a struct uniform vec3 ka; // Ambient reflectivity uniform vec3 ks; // Specular reflectivity uniform float shininess; // Specular shininess factor out vec4 fragColor; void adsModel( const in vec3 norm, const in vec3 diffuseReflect, out vec3 ambientAndDiff, out vec3 spec ) { // Reflection of light direction about normal vec3 r = reflect( -lightDir, norm ); // Calculate the ambient contribution vec3 ambient = lightIntensity * ka; // Calculate the diffuse contribution float sDotN = max( dot( lightDir, norm ), 0.0 ); vec3 diffuse = lightIntensity * diffuseReflect * sDotN; // Sum the ambient and diffuse contributions ambientAndDiff = ambient + diffuse; // Calculate the specular highlight contribution spec = vec3( 0.0 ); if ( sDotN > 0.0 ) spec = lightIntensity * ks * pow( max( dot( r, viewDir ), 0.0 ), shininess ); } void main() { // Sample the textures at the interpolated texCoords vec4 diffuseTextureColor = texture( diffuseTexture, texCoord ); vec4 normal = 2.0 * texture( normalTexture, texCoord ) - vec4( 1.0 ); // Calculate the lighting model, keeping the specular component separate vec3 ambientAndDiff, spec; adsModel( normalize( normal.xyz ), diffuseTextureColor.xyz, ambientAndDiff, spec ); // Combine spec with ambient+diffuse for final fragment color // Use the alpha from the diffuse texture (for alpha to coverage) fragColor = vec4( ambientAndDiff + spec, diffuseTextureColor.a ); } #define FP highp uniform FP vec4 lightPosition; uniform FP vec3 lightIntensity; // TODO: Replace with a struct uniform FP vec3 ka; // Ambient reflectivity uniform FP vec3 kd; // Diffuse reflectivity uniform FP vec3 ks; // Specular reflectivity uniform FP float shininess; // Specular shininess factor varying FP vec3 position; varying FP vec3 normal; FP vec3 adsModel( const FP vec3 pos, const FP vec3 n ) { // Calculate the vector from the light to the fragment FP vec3 s = normalize( vec3( lightPosition ) - pos ); // Calculate the vector from the fragment to the eye position // (origin since this is in "eye" or "camera" space) FP vec3 v = normalize( -pos ); // Reflect the light beam using the normal at this fragment FP vec3 r = reflect( -s, n ); // Calculate the diffuse component FP float diffuse = max( dot( s, n ), 0.0 ); // Calculate the specular component FP float specular = 0.0; if ( dot( s, n ) > 0.0 ) specular = pow( max( dot( r, v ), 0.0 ), shininess ); // Combine the ambient, diffuse and specular contributions return lightIntensity * ( ka + kd * diffuse + ks * specular ); } void main() { gl_FragColor = vec4( adsModel( position, normalize( normal ) ), 1.0 ); } #define FP highp varying FP vec3 lightDir; varying FP vec3 viewDir; varying FP vec2 texCoord; uniform sampler2D diffuseTexture; uniform sampler2D specularTexture; uniform sampler2D normalTexture; uniform FP vec4 lightPosition; uniform FP vec3 lightIntensity; // TODO: Replace with a struct uniform FP vec3 ka; // Ambient reflectivity uniform FP float shininess; // Specular shininess factor FP vec3 adsModel( const FP vec3 norm, const FP vec3 diffuseReflect, const FP vec3 specular ) { // Reflection of light direction about normal FP vec3 r = reflect( -lightDir, norm ); // Calculate the ambient contribution FP vec3 ambient = lightIntensity * ka; // Calculate the diffuse contribution FP float sDotN = max( dot( lightDir, norm ), 0.0 ); FP vec3 diffuse = lightIntensity * diffuseReflect * sDotN; // Sum the ambient and diffuse contributions FP vec3 ambientAndDiff = ambient + diffuse; // Calculate the specular highlight contribution FP vec3 spec = vec3( 0.0 ); if ( sDotN > 0.0 ) spec = lightIntensity * ( shininess / ( 8.0 * 3.14 ) ) * pow( max( dot( r, viewDir ), 0.0 ), shininess ); return (ambientAndDiff + spec * specular.rgb); } void main() { // Sample the textures at the interpolated texCoords FP vec4 diffuseTextureColor = texture2D( diffuseTexture, texCoord ); FP vec4 specularTextureColor = texture2D( specularTexture, texCoord ); FP vec4 normal = 2.0 * texture2D( normalTexture, texCoord ) - vec4( 1.0 ); // Calculate the lighting model gl_FragColor = vec4( adsModel( normalize( normal.xyz ), diffuseTextureColor.xyz, specularTextureColor.xyz ), 1.0 ); } #define FP highp // TODO: Replace with a uniform block uniform FP vec4 lightPosition; uniform FP vec3 lightIntensity; // TODO: Replace with a struct uniform FP vec3 kd; // Diffuse reflectivity uniform FP vec3 ks; // Specular reflectivity uniform FP vec3 kblue; // Cool color uniform FP vec3 kyellow; // Warm color uniform FP float alpha; // Fraction of diffuse added to kblue uniform FP float beta; // Fraction of diffuse added to kyellow uniform FP float shininess; // Specular shininess factor varying FP vec3 position; varying FP vec3 normal; FP vec3 goochModel( const in FP vec3 pos, const in FP vec3 n ) { // Based upon the original Gooch lighting model paper at: // http://www.cs.northwestern.edu/~ago820/SIG98/abstract.html // Calculate kcool and kwarm from equation (3) FP vec3 kcool = clamp(kblue + alpha * kd, 0.0, 1.0); FP vec3 kwarm = clamp(kyellow + beta * kd, 0.0, 1.0); // Calculate the vector from the light to the fragment FP vec3 s = normalize( vec3( lightPosition ) - pos ); // Calculate the cos theta factor mapped onto the range [0,1] FP float sDotNFactor = ( 1.0 + dot( s, n ) ) / 2.0; // Calculate the tone by blending the kcool and kwarm contributions // as per equation (2) FP vec3 intensity = mix( kcool, kwarm, sDotNFactor ); // Calculate the vector from the fragment to the eye position // (origin since this is in "eye" or "camera" space) FP vec3 v = normalize( -pos ); // Reflect the light beam using the normal at this fragment FP vec3 r = reflect( -s, n ); // Calculate the specular component FP float specular = 0.0; if ( dot( s, n ) > 0.0 ) specular = pow( max( dot( r, v ), 0.0 ), shininess ); // Sum the blended tone and specular highlight return intensity + ks * specular; } void main() { gl_FragColor = vec4( goochModel( position, normalize( normal ) ), 1.0 ); } attribute vec3 vertexPosition; attribute vec3 vertexNormal; attribute vec3 vertexColor; varying vec3 position; varying vec3 normal; varying vec3 color; uniform mat4 modelView; uniform mat3 modelViewNormal; uniform mat4 mvp; void main() { normal = normalize( modelViewNormal * vertexNormal ); position = vec3( modelView * vec4( vertexPosition, 1.0 ) ); color = vertexColor; gl_Position = mvp * vec4( vertexPosition, 1.0 ); } attribute vec3 vertexPosition; attribute vec3 vertexNormal; attribute vec2 vertexTexCoord; attribute vec4 vertexTangent; varying vec3 lightDir; varying vec3 viewDir; varying vec2 texCoord; uniform mat4 modelView; uniform mat3 modelViewNormal; uniform mat4 projectionMatrix; uniform mat4 mvp; uniform float texCoordScale; // TODO: Replace with a uniform block uniform vec4 lightPosition; uniform vec3 lightIntensity; void main() { // 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 = vec3( lightPosition ) - position; lightDir = normalize( tangentMatrix * s ); vec3 v = -position; viewDir = normalize( tangentMatrix * v ); // Calculate vertex position in clip coordinates gl_Position = mvp * vec4( vertexPosition, 1.0 ); } #define FP highp uniform sampler2D diffuseTexture; varying FP vec3 position; varying FP vec2 texCoord; void main() { gl_FragColor = texture2D( diffuseTexture, texCoord ); } attribute vec3 vertexPosition; attribute vec3 vertexNormal; varying vec3 position; varying vec3 normal; uniform mat4 modelView; uniform mat3 modelViewNormal; uniform mat4 modelViewProjection; void main() { normal = normalize( modelViewNormal * vertexNormal ); position = vec3( modelView * vec4( vertexPosition, 1.0 ) ); gl_Position = modelViewProjection * vec4( vertexPosition, 1.0 ); } +#define FP highp uniform FP vec4 lightPosition; uniform FP vec3 lightIntensity; // TODO: Replace with a struct uniform FP vec3 ka; // Ambient reflectivity uniform FP vec3 kd; // Diffuse reflectivity uniform FP vec3 ks; // Specular reflectivity uniform FP float shininess; // Specular shininess factor uniform FP float alpha; varying FP vec3 position; varying FP vec3 normal; FP vec3 adsModel( const FP vec3 pos, const FP vec3 n ) { // Calculate the vector from the light to the fragment FP vec3 s = normalize( vec3( lightPosition ) - pos ); // Calculate the vector from the fragment to the eye position // (origin since this is in "eye" or "camera" space) FP vec3 v = normalize( -pos ); // Reflect the light beam using the normal at this fragment FP vec3 r = reflect( -s, n ); // Calculate the diffuse component FP float diffuse = max( dot( s, n ), 0.0 ); // Calculate the specular component FP float specular = 0.0; if ( dot( s, n ) > 0.0 ) specular = pow( max( dot( r, v ), 0.0 ), shininess ); // Combine the ambient, diffuse and specular contributions return lightIntensity * ( ka + kd * diffuse + ks * specular ); } void main() { gl_FragColor = vec4( adsModel( position, normalize( normal ) ), alpha ); } attribute vec3 vertexPosition; attribute vec3 vertexNormal; attribute vec2 vertexTexCoord; varying vec3 position; varying vec3 normal; varying vec2 texCoord; uniform mat4 modelView; uniform mat3 modelViewNormal; uniform mat4 mvp; uniform float texCoordScale; void main() { texCoord = vertexTexCoord * texCoordScale; normal = normalize( modelViewNormal * vertexNormal ); position = vec3( modelView * vec4( vertexPosition, 1.0 ) ); gl_Position = mvp * vec4( vertexPosition, 1.0 ); } attribute vec3 vertexPosition; attribute vec3 vertexNormal; attribute vec2 vertexTexCoord; varying vec3 position; varying vec3 normal; varying vec2 texCoord; uniform mat4 modelView; uniform mat3 modelViewNormal; uniform mat4 mvp; uniform float texCoordScale; void main() { texCoord = vertexTexCoord * texCoordScale; normal = normalize( modelViewNormal * vertexNormal ); position = vec3( modelView * vec4( vertexPosition, 1.0 ) ); gl_Position = mvp * vec4( vertexPosition, 1.0 ); } attribute vec3 vertexPosition; varying vec3 texCoord0; uniform mat4 mvp; uniform mat4 inverseProjectionMatrix; uniform mat4 inverseModelView; void main() { texCoord0 = vertexPosition.xyz; gl_Position = vec4(mvp * vec4(vertexPosition, 1.0)).xyww; } sattribute vec3 vertexPosition; attribute vec3 vertexNormal; varying vec3 position; varying vec3 normal; uniform mat4 modelView; uniform mat3 modelViewNormal; uniform mat4 mvp; void main() { normal = normalize( modelViewNormal * vertexNormal ); position = vec3( modelView * vec4( vertexPosition, 1.0 ) ); gl_Position = mvp * vec4( vertexPosition, 1.0 ); } u#define FP highp uniform FP vec4 lightPosition; uniform FP vec3 lightIntensity; varying FP vec3 position; varying FP vec3 normal; varying FP vec3 color; FP vec3 adModel( const FP vec3 pos, const FP vec3 n, const FP vec3 col ) { // Calculate the vector from the light to the fragment FP vec3 s = normalize( vec3( lightPosition ) - pos ); // Calculate the diffuse component FP float diffuse = max( dot( s, n ), 0.0 ); // Combine the ambient and diffuse return lightIntensity * ( col + col * diffuse ); } void main() { gl_FragColor = vec4( adModel( position, normalize( normal ), color ), 1.0 ); } attribute vec3 vertexPosition; attribute vec3 vertexNormal; attribute vec2 vertexTexCoord; attribute vec4 vertexTangent; varying vec3 lightDir; varying vec3 viewDir; varying vec2 texCoord; uniform mat4 modelView; uniform mat3 modelViewNormal; uniform mat4 projectionMatrix; uniform mat4 mvp; uniform float texCoordScale; // TODO: Replace with a uniform block uniform vec4 lightPosition; uniform vec3 lightIntensity; void main() { // 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 = vec3( lightPosition ) - position; lightDir = normalize( tangentMatrix * s ); vec3 v = -position; viewDir = normalize( tangentMatrix * v ); // Calculate vertex position in clip coordinates gl_Position = mvp * vec4( vertexPosition, 1.0 ); } sattribute vec3 vertexPosition; attribute vec3 vertexNormal; varying vec3 position; varying vec3 normal; uniform mat4 modelView; uniform mat3 modelViewNormal; uniform mat4 mvp; void main() { normal = normalize( modelViewNormal * vertexNormal ); position = vec3( modelView * vec4( vertexPosition, 1.0 ) ); gl_Position = mvp * vec4( vertexPosition, 1.0 ); } #define FP highp varying FP vec3 lightDir; varying FP vec3 viewDir; varying FP vec2 texCoord; uniform sampler2D diffuseTexture; uniform sampler2D normalTexture; uniform FP vec4 lightPosition; uniform FP vec3 lightIntensity; // TODO: Replace with a struct uniform FP vec3 ka; // Ambient reflectivity uniform FP vec3 ks; // Specular reflectivity uniform FP float shininess; // Specular shininess factor FP vec3 adsModel( const FP vec3 norm, const FP vec3 diffuseReflect) { // Reflection of light direction about normal FP vec3 r = reflect( -lightDir, norm ); // Calculate the ambient contribution FP vec3 ambient = lightIntensity * ka; // Calculate the diffuse contribution FP float sDotN = max( dot( lightDir, norm ), 0.0 ); FP vec3 diffuse = lightIntensity * diffuseReflect * sDotN; // Sum the ambient and diffuse contributions FP vec3 ambientAndDiff = ambient + diffuse; // Calculate the specular highlight contribution FP vec3 spec = vec3( 0.0 ); if ( sDotN > 0.0 ) spec = lightIntensity * ks * pow( max( dot( r, viewDir ), 0.0 ), shininess ); return ambientAndDiff + spec; } void main() { // Sample the textures at the interpolated texCoords FP vec4 diffuseTextureColor = texture2D( diffuseTexture, texCoord ); FP vec4 normal = 2.0 * texture2D( normalTexture, texCoord ) - vec4( 1.0 ); // Combine spec with ambient+diffuse for final fragment color gl_FragColor = vec4( adsModel( normalize( normal.xyz ), diffuseTextureColor.xyz), 1.0 ); } ]#define FP highp uniform FP vec4 lightPosition; uniform FP vec3 lightIntensity; uniform FP vec3 kd; // Diffuse reflectivity uniform FP vec3 ka; // Ambient reflectivity varying FP vec3 position; varying FP vec3 normal; void main() { // Calculate the vector from the light to the fragment FP vec3 s = normalize( vec3( lightPosition ) - position ); // Calculate the diffuse lighting factor FP vec3 n = normalize( normal ); FP float diffuse = max( dot( s, n ), 0.0 ); // Multiply by incoming light intensity gl_FragColor = vec4( lightIntensity * (kd * diffuse + ka), 1.0 ); } lattribute vec3 vertexPosition; attribute vec2 vertexTexCoord; varying vec3 position; varying vec2 texCoord; uniform mat4 modelView; uniform mat4 mvp; uniform vec2 texCoordOffset; void main() { texCoord = vertexTexCoord + texCoordOffset; position = vec3( modelView * vec4( vertexPosition, 1.0 ) ); gl_Position = mvp * vec4( vertexPosition, 1.0 ); } #define FP highp uniform FP vec4 lightPosition; uniform FP vec3 lightIntensity; // TODO: Replace with a struct uniform FP vec3 ka; // Ambient reflectivity uniform FP float shininess; // Specular shininess factor uniform sampler2D diffuseTexture; uniform sampler2D specularTexture; varying FP vec3 position; varying FP vec3 normal; varying FP vec2 texCoord; FP vec3 adsModel( const in FP vec3 pos, const in FP vec3 n ) { // Calculate the vector from the light to the fragment FP vec3 s = normalize( vec3( lightPosition ) - pos ); // Calculate the vector from the fragment to the eye position // (origin since this is in "eye" or "camera" space) FP vec3 v = normalize( -pos ); // Reflect the light beam using the normal at this fragment FP vec3 r = reflect( -s, n ); // Calculate the diffuse component FP float diffuse = max( dot( s, n ), 0.0 ); // Calculate the specular component FP float specular = 0.0; if ( dot( s, n ) > 0.0 ) specular = ( shininess / ( 8.0 * 3.14 ) ) * pow( max( dot( r, v ), 0.0 ), shininess ); // Lookup diffuse and specular factors FP vec3 diffuseColor = texture2D( diffuseTexture, texCoord ).rgb; FP vec3 specularColor = texture2D( specularTexture, texCoord ).rgb; // Combine the ambient, diffuse and specular contributions return lightIntensity * ( ( ka + diffuse ) * diffuseColor + specular * specularColor ); } void main() { gl_FragColor = vec4( adsModel( position, normalize( normal ) ), 1.0 ); } #define FP highp uniform FP vec4 lightPosition; uniform FP vec3 lightIntensity; // TODO: Replace with a struct uniform FP vec3 ka; // Ambient reflectivity uniform FP vec3 ks; // Specular reflectivity uniform FP float shininess; // Specular shininess factor uniform sampler2D diffuseTexture; varying FP vec3 position; varying FP vec3 normal; varying FP vec2 texCoord; FP vec3 adsModel( const FP vec3 pos, const FP vec3 n ) { // Calculate the vector from the light to the fragment FP vec3 s = normalize( vec3( lightPosition ) - pos ); // Calculate the vector from the fragment to the eye position // (origin since this is in "eye" or "camera" space) FP vec3 v = normalize( -pos ); // Reflect the light beam using the normal at this fragment FP vec3 r = reflect( -s, n ); // Calculate the diffuse component FP float diffuse = max( dot( s, n ), 0.0 ); // Calculate the specular component FP float specular = 0.0; if ( dot( s, n ) > 0.0 ) specular = pow( max( dot( r, v ), 0.0 ), shininess ); // Lookup diffuse color FP vec3 diffuseColor = texture2D( diffuseTexture, texCoord ).rgb; // Combine the ambient, diffuse and specular contributions return lightIntensity * ( ( ka + diffuse ) * diffuseColor + ks * specular ); } void main() { gl_FragColor = vec4( adsModel( position, normalize( normal ) ), 1.0 ); } sattribute vec3 vertexPosition; attribute vec3 vertexNormal; varying vec3 position; varying vec3 normal; uniform mat4 modelView; uniform mat3 modelViewNormal; uniform mat4 mvp; void main() { normal = normalize( modelViewNormal * vertexNormal ); position = vec3( modelView * vec4( vertexPosition, 1.0 ) ); gl_Position = mvp * vec4( vertexPosition, 1.0 ); } o#define FP highp varying FP vec3 lightDir; varying FP vec3 viewDir; varying FP vec2 texCoord; uniform sampler2D diffuseTexture; uniform sampler2D normalTexture; uniform FP vec4 lightPosition; uniform FP vec3 lightIntensity; // TODO: Replace with a struct uniform FP vec3 ka; // Ambient reflectivity uniform FP vec3 ks; // Specular reflectivity uniform FP float shininess; // Specular shininess factor FP vec3 adsModel( const FP vec3 norm, const FP vec3 diffuseReflect) { // Reflection of light direction about normal FP vec3 r = reflect( -lightDir, norm ); // Calculate the ambient contribution FP vec3 ambient = lightIntensity * ka; // Calculate the diffuse contribution FP float sDotN = max( dot( lightDir, norm ), 0.0 ); FP vec3 diffuse = lightIntensity * diffuseReflect * sDotN; // Sum the ambient and diffuse contributions FP vec3 ambientAndDiff = ambient + diffuse; // Calculate the specular highlight contribution FP vec3 spec = vec3( 0.0 ); if ( sDotN > 0.0 ) spec = lightIntensity * ks * pow( max( dot( r, viewDir ), 0.0 ), shininess ); return ambientAndDiff + spec; } void main() { // Sample the textures at the interpolated texCoords FP vec4 diffuseTextureColor = texture2D( diffuseTexture, texCoord ); FP vec4 normal = 2.0 * texture2D( normalTexture, texCoord ) - vec4( 1.0 ); // Combine spec with ambient+diffuse for final fragment color // Use the alpha from the diffuse texture (for alpha to coverage) gl_FragColor = vec4( adsModel( normalize( normal.xyz ), diffuseTextureColor.xyz), diffuseTextureColor.a ); } varying highp vec3 texCoord0; uniform samplerCube skyboxTexture; void main() { gl_FragColor = textureCube(skyboxTexture, texCoord0); } #version 150 core // TODO: Replace with a uniform block uniform vec4 lightPosition; uniform vec3 lightIntensity; // TODO: Replace with a struct uniform vec3 ka; // Ambient reflectivity uniform vec3 kd; // Diffuse reflectivity uniform vec3 ks; // Specular reflectivity uniform float shininess; // Specular shininess factor in vec3 position; in vec3 normal; out vec4 fragColor; vec3 adsModel( const in vec3 pos, const in vec3 n ) { // Calculate the vector from the light to the fragment vec3 s = normalize( vec3( lightPosition ) - pos ); // Calculate the vector from the fragment to the eye position // (origin since this is in "eye" or "camera" space) vec3 v = normalize( -pos ); // Reflect the light beam using the normal at this fragment vec3 r = reflect( -s, n ); // Calculate the diffuse component float diffuse = max( dot( s, n ), 0.0 ); // Calculate the specular component float specular = 0.0; if ( dot( s, n ) > 0.0 ) specular = pow( max( dot( r, v ), 0.0 ), shininess ); // Combine the ambient, diffuse and specular contributions return lightIntensity * ( ka + kd * diffuse + ks * specular ); } void main() { fragColor = vec4( adsModel( position, normalize( normal ) ), 1.0 ); } t#version 150 core in vec3 lightDir; in vec3 viewDir; in vec2 texCoord; uniform sampler2D diffuseTexture; uniform sampler2D specularTexture; uniform sampler2D normalTexture; // TODO: Replace with a uniform block uniform vec4 lightPosition; uniform vec3 lightIntensity; // TODO: Replace with a struct uniform vec3 ka; // Ambient reflectivity uniform float shininess; // Specular shininess factor out vec4 fragColor; void adsModel( const in vec3 norm, const in vec3 diffuseReflect, out vec3 ambientAndDiff, out vec3 spec ) { // Reflection of light direction about normal vec3 r = reflect( -lightDir, norm ); // Calculate the ambient contribution vec3 ambient = lightIntensity * ka; // Calculate the diffuse contribution float sDotN = max( dot( lightDir, norm ), 0.0 ); vec3 diffuse = lightIntensity * diffuseReflect * sDotN; // Sum the ambient and diffuse contributions ambientAndDiff = ambient + diffuse; // Calculate the specular highlight contribution spec = vec3( 0.0 ); if ( sDotN > 0.0 ) spec = lightIntensity * ( shininess / ( 8.0 * 3.14 ) ) * pow( max( dot( r, viewDir ), 0.0 ), shininess ); } void main() { // Sample the textures at the interpolated texCoords vec4 diffuseTextureColor = texture( diffuseTexture, texCoord ); vec4 specularTextureColor = texture( specularTexture, texCoord ); vec4 normal = 2.0 * texture( normalTexture, texCoord ) - vec4( 1.0 ); // Calculate the lighting model, keeping the specular component separate vec3 ambientAndDiff, spec; adsModel( normalize( normal.xyz ), diffuseTextureColor.xyz, ambientAndDiff, spec ); // Multiply specular factor by specular texture sample vec3 specularColor = spec * specularTextureColor.rgb; // Combine spec with ambient+diffuse for final fragment color fragColor = vec4( ambientAndDiff + specularColor, 1.0 ); } w#version 150 core // TODO: Replace with a uniform block uniform vec4 lightPosition; uniform vec3 lightIntensity; // TODO: Replace with a struct uniform vec3 kd; // Diffuse reflectivity uniform vec3 ks; // Specular reflectivity uniform vec3 kblue; // Cool color uniform vec3 kyellow; // Warm color uniform float alpha; // Fraction of diffuse added to kblue uniform float beta; // Fraction of diffuse added to kyellow uniform float shininess; // Specular shininess factor in vec3 position; in vec3 normal; out vec4 fragColor; vec3 goochModel( const in vec3 pos, const in vec3 n ) { // Based upon the original Gooch lighting model paper at: // http://www.cs.northwestern.edu/~ago820/SIG98/abstract.html // Calculate kcool and kwarm from equation (3) vec3 kcool = clamp(kblue + alpha * kd, 0.0, 1.0); vec3 kwarm = clamp(kyellow + beta * kd, 0.0, 1.0); // Calculate the vector from the light to the fragment vec3 s = normalize( vec3( lightPosition ) - pos ); // Calculate the cos theta factor mapped onto the range [0,1] float sDotNFactor = ( 1.0 + dot( s, n ) ) / 2.0; // Calculate the tone by blending the kcool and kwarm contributions // as per equation (2) vec3 intensity = mix( kcool, kwarm, sDotNFactor ); // Calculate the vector from the fragment to the eye position // (origin since this is in "eye" or "camera" space) vec3 v = normalize( -pos ); // Reflect the light beam using the normal at this fragment vec3 r = reflect( -s, n ); // Calculate the specular component float specular = 0.0; if ( dot( s, n ) > 0.0 ) specular = pow( max( dot( r, v ), 0.0 ), shininess ); // Sum the blended tone and specular highlight return intensity + ks * specular; } void main() { fragColor = vec4( goochModel( position, normalize( normal ) ), 1.0 ); } #version 150 core in vec3 vertexPosition; in vec3 vertexNormal; in vec3 vertexColor; out vec3 position; out vec3 normal; out vec3 color; uniform mat4 modelView; uniform mat3 modelViewNormal; uniform mat4 mvp; void main() { normal = normalize( modelViewNormal * vertexNormal ); position = vec3( modelView * vec4( vertexPosition, 1.0 ) ); color = vertexColor; gl_Position = mvp * vec4( vertexPosition, 1.0 ); } #version 150 core in vec3 vertexPosition; in vec3 vertexNormal; in vec2 vertexTexCoord; in vec4 vertexTangent; out vec3 lightDir; out vec3 viewDir; out vec2 texCoord; uniform mat4 modelView; uniform mat3 modelViewNormal; uniform mat4 projectionMatrix; uniform mat4 mvp; uniform float texCoordScale; // TODO: Replace with a uniform block uniform vec4 lightPosition; uniform vec3 lightIntensity; void main() { // 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 = vec3( lightPosition ) - position; lightDir = normalize( tangentMatrix * s ); vec3 v = -position; viewDir = normalize( tangentMatrix * v ); // Calculate vertex position in clip coordinates gl_Position = mvp * vec4( vertexPosition, 1.0 ); } #version 150 core uniform sampler2D diffuseTexture; in vec3 position; in vec2 texCoord; out vec4 fragColor; void main() { fragColor = texture( diffuseTexture, texCoord ); } -#version 150 core // TODO: Replace with a uniform block uniform vec4 lightPosition; uniform vec3 lightIntensity; // TODO: Replace with a struct uniform vec3 ka; // Ambient reflectivity uniform vec3 kd; // Diffuse reflectivity uniform vec3 ks; // Specular reflectivity uniform float shininess; // Specular shininess factor uniform float alpha; in vec3 position; in vec3 normal; out vec4 fragColor; vec3 adsModel( const in vec3 pos, const in vec3 n ) { // Calculate the vector from the light to the fragment vec3 s = normalize( vec3( lightPosition ) - pos ); // Calculate the vector from the fragment to the eye position // (origin since this is in "eye" or "camera" space) vec3 v = normalize( -pos ); // Reflect the light beam using the normal at this fragment vec3 r = reflect( -s, n ); // Calculate the diffuse component float diffuse = max( dot( s, n ), 0.0 ); // Calculate the specular component float specular = 0.0; if ( dot( s, n ) > 0.0 ) specular = pow( max( dot( r, v ), 0.0 ), shininess ); // Combine the ambient, diffuse and specular contributions return lightIntensity * ( ka + kd * diffuse + ks * specular ); } void main() { fragColor = vec4( adsModel( position, normalize( normal ) ), alpha ); } #version 150 core in vec3 vertexPosition; in vec3 vertexNormal; in vec2 vertexTexCoord; out vec3 position; out vec3 normal; out vec2 texCoord; uniform mat4 modelView; uniform mat3 modelViewNormal; uniform mat4 mvp; uniform float texCoordScale; void main() { texCoord = vertexTexCoord * texCoordScale; normal = normalize( modelViewNormal * vertexNormal ); position = vec3( modelView * vec4( vertexPosition, 1.0 ) ); gl_Position = mvp * vec4( vertexPosition, 1.0 ); } #version 150 core in vec3 vertexPosition; in vec3 vertexNormal; in vec2 vertexTexCoord; out vec3 position; out vec3 normal; out vec2 texCoord; uniform mat4 modelView; uniform mat3 modelViewNormal; uniform mat4 mvp; uniform float texCoordScale; void main() { texCoord = vertexTexCoord * texCoordScale; normal = normalize( modelViewNormal * vertexNormal ); position = vec3( modelView * vec4( vertexPosition, 1.0 ) ); gl_Position = mvp * vec4( vertexPosition, 1.0 ); } #version 140 in vec3 vertexPosition; out vec3 texCoord0; uniform mat4 mvp; uniform mat4 inverseProjectionMatrix; uniform mat4 inverseModelView; void main() { texCoord0 = vertexPosition.xyz; gl_Position = vec4(mvp * vec4(vertexPosition, 1.0)).xyww; } p#version 150 core in vec3 vertexPosition; in vec3 vertexNormal; out vec3 position; out vec3 normal; uniform mat4 modelView; uniform mat3 modelViewNormal; uniform mat4 mvp; void main() { normal = normalize( modelViewNormal * vertexNormal ); position = vec3( modelView * vec4( vertexPosition, 1.0 ) ); gl_Position = mvp * vec4( vertexPosition, 1.0 ); } p#version 150 core in vec3 vertexPosition; in vec3 vertexNormal; out vec3 position; out vec3 normal; uniform mat4 modelView; uniform mat3 modelViewNormal; uniform mat4 mvp; void main() { normal = normalize( modelViewNormal * vertexNormal ); position = vec3( modelView * vec4( vertexPosition, 1.0 ) ); gl_Position = mvp * vec4( vertexPosition, 1.0 ); } #version 150 core // TODO: Replace with a uniform block uniform vec4 lightPosition; uniform vec3 lightIntensity; in vec3 position; in vec3 normal; in vec3 color; out vec4 fragColor; vec3 adModel( const in vec3 pos, const in vec3 n, const in vec3 col ) { // Calculate the vector from the light to the fragment vec3 s = normalize( vec3( lightPosition ) - pos ); // Calculate the diffuse component float diffuse = max( dot( s, n ), 0.0 ); // Combine the ambient and diffuse contributions return lightIntensity * ( col + col * diffuse ); } void main() { fragColor = vec4( adModel( position, normalize( normal ), color ), 1.0 ); } #version 150 core in vec3 vertexPosition; in vec3 vertexNormal; in vec2 vertexTexCoord; in vec4 vertexTangent; out vec3 lightDir; out vec3 viewDir; out vec2 texCoord; uniform mat4 modelView; uniform mat3 modelViewNormal; uniform mat4 projectionMatrix; uniform mat4 mvp; uniform float texCoordScale = 1.0; // TODO: Replace with a uniform block uniform vec4 lightPosition; uniform vec3 lightIntensity; void main() { // 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 = vec3( lightPosition ) - position; lightDir = normalize( tangentMatrix * s ); vec3 v = -position; viewDir = normalize( tangentMatrix * v ); // Calculate vertex position in clip coordinates gl_Position = mvp * vec4( vertexPosition, 1.0 ); } #version 150 core in vec3 lightDir; in vec3 viewDir; in vec2 texCoord; uniform sampler2D diffuseTexture; uniform sampler2D normalTexture; // TODO: Replace with a uniform block uniform vec4 lightPosition; uniform vec3 lightIntensity; // TODO: Replace with a struct uniform vec3 ka; // Ambient reflectivity uniform vec3 ks; // Specular reflectivity uniform float shininess; // Specular shininess factor out vec4 fragColor; void adsModel( const in vec3 norm, const in vec3 diffuseReflect, out vec3 ambientAndDiff, out vec3 spec ) { // Reflection of light direction about normal vec3 r = reflect( -lightDir, norm ); // Calculate the ambient contribution vec3 ambient = lightIntensity * ka; // Calculate the diffuse contribution float sDotN = max( dot( lightDir, norm ), 0.0 ); vec3 diffuse = lightIntensity * diffuseReflect * sDotN; // Sum the ambient and diffuse contributions ambientAndDiff = ambient + diffuse; // Calculate the specular highlight contribution spec = vec3( 0.0 ); if ( sDotN > 0.0 ) spec = lightIntensity * ks * pow( max( dot( r, viewDir ), 0.0 ), shininess ); } void main() { // Sample the textures at the interpolated texCoords vec4 diffuseTextureColor = texture( diffuseTexture, texCoord ); vec4 normal = 2.0 * texture( normalTexture, texCoord ) - vec4( 1.0 ); // Calculate the lighting model, keeping the specular component separate vec3 ambientAndDiff, spec; adsModel( normalize( normal.xyz ), diffuseTextureColor.xyz, ambientAndDiff, spec ); // Combine spec with ambient+diffuse for final fragment color fragColor = vec4( ambientAndDiff + spec, 1.0 ); } i#version 150 core in vec3 vertexPosition; in vec2 vertexTexCoord; out vec3 position; out vec2 texCoord; uniform mat4 modelView; uniform mat4 mvp; uniform vec2 texCoordOffset; void main() { texCoord = vertexTexCoord + texCoordOffset; position = vec3( modelView * vec4( vertexPosition, 1.0 ) ); gl_Position = mvp * vec4( vertexPosition, 1.0 ); } #version 150 core // TODO: Replace with a uniform block uniform vec4 lightPosition; uniform vec3 lightIntensity; // TODO: Replace with a struct uniform vec3 ka; // Ambient reflectivity uniform float shininess; // Specular shininess factor uniform sampler2D diffuseTexture; uniform sampler2D specularTexture; in vec3 position; in vec3 normal; in vec2 texCoord; out vec4 fragColor; vec3 adsModel( const in vec3 pos, const in vec3 n ) { // Calculate the vector from the light to the fragment vec3 s = normalize( vec3( lightPosition ) - pos ); // Calculate the vector from the fragment to the eye position // (origin since this is in "eye" or "camera" space) vec3 v = normalize( -pos ); // Reflect the light beam using the normal at this fragment vec3 r = reflect( -s, n ); // Calculate the diffuse component float diffuse = max( dot( s, n ), 0.0 ); // Calculate the specular component float specular = 0.0; if ( dot( s, n ) > 0.0 ) specular = ( shininess / ( 8.0 * 3.14 ) ) * pow( max( dot( r, v ), 0.0 ), shininess ); // Lookup diffuse and specular factors vec3 diffuseColor = texture( diffuseTexture, texCoord ).rgb; vec3 specularColor = texture( specularTexture, texCoord ).rgb; // Combine the ambient, diffuse and specular contributions return lightIntensity * ( ( ka + diffuse ) * diffuseColor + specular * specularColor ); } void main() { fragColor = vec4( adsModel( position, normalize( normal ) ), 1.0 ); } #version 150 core // TODO: Replace with a uniform block uniform vec4 lightPosition; uniform vec3 lightIntensity; // TODO: Replace with a struct uniform vec3 ka; // Ambient reflectivity uniform vec3 ks; // Specular reflectivity uniform float shininess; // Specular shininess factor uniform sampler2D diffuseTexture; in vec3 position; in vec3 normal; in vec2 texCoord; out vec4 fragColor; vec3 adsModel( const in vec3 pos, const in vec3 n ) { // Calculate the vector from the light to the fragment vec3 s = normalize( vec3( lightPosition ) - pos ); // Calculate the vector from the fragment to the eye position // (origin since this is in "eye" or "camera" space) vec3 v = normalize( -pos ); // Reflect the light beam using the normal at this fragment vec3 r = reflect( -s, n ); // Calculate the diffuse component float diffuse = max( dot( s, n ), 0.0 ); // Calculate the specular component float specular = 0.0; if ( dot( s, n ) > 0.0 ) specular = pow( max( dot( r, v ), 0.0 ), shininess ); // Lookup diffuse color vec3 diffuseColor = texture( diffuseTexture, texCoord ).rgb; // Combine the ambient, diffuse and specular contributions return lightIntensity * ( ( ka + diffuse ) * diffuseColor + ks * specular ); } void main() { fragColor = vec4( adsModel( position, normalize( normal ) ), 1.0 ); //fragColor = vec4( texCoord.s, texCoord.t, 0.0, 1.0 ); } p#version 150 core in vec3 vertexPosition; in vec3 vertexNormal; out vec3 position; out vec3 normal; uniform mat4 modelView; uniform mat3 modelViewNormal; uniform mat4 mvp; void main() { normal = normalize( modelViewNormal * vertexNormal ); position = vec3( modelView * vec4( vertexPosition, 1.0 ) ); gl_Position = mvp * vec4( vertexPosition, 1.0 ); } #version 150 core in vec3 lightDir; in vec3 viewDir; in vec2 texCoord; uniform sampler2D diffuseTexture; uniform sampler2D normalTexture; // TODO: Replace with a uniform block uniform vec4 lightPosition; uniform vec3 lightIntensity; // TODO: Replace with a struct uniform vec3 ka; // Ambient reflectivity uniform vec3 ks; // Specular reflectivity uniform float shininess; // Specular shininess factor out vec4 fragColor; void adsModel( const in vec3 norm, const in vec3 diffuseReflect, out vec3 ambientAndDiff, out vec3 spec ) { // Reflection of light direction about normal vec3 r = reflect( -lightDir, norm ); // Calculate the ambient contribution vec3 ambient = lightIntensity * ka; // Calculate the diffuse contribution float sDotN = max( dot( lightDir, norm ), 0.0 ); vec3 diffuse = lightIntensity * diffuseReflect * sDotN; // Sum the ambient and diffuse contributions ambientAndDiff = ambient + diffuse; // Calculate the specular highlight contribution spec = vec3( 0.0 ); if ( sDotN > 0.0 ) spec = lightIntensity * ks * pow( max( dot( r, viewDir ), 0.0 ), shininess ); } void main() { // Sample the textures at the interpolated texCoords vec4 diffuseTextureColor = texture( diffuseTexture, texCoord ); vec4 normal = 2.0 * texture( normalTexture, texCoord ) - vec4( 1.0 ); // 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