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With Qt6, OpenGL is not used directly anymore, and we thus must use the RHI backend, set to version 1.0. The SphericalHarmonics shaders, which were previously written in OpenGL, need to be updated accordingly.
40 lines
1,003 B
GLSL
40 lines
1,003 B
GLSL
#version 450 core
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layout(location = 0) in vec3 vertexPosition;
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layout(location = 1) in vec3 vertexNormal;
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layout(location = 0) out vec3 normal;
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layout(std140, binding = 0) uniform qt3d_render_view_uniforms {
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mat4 viewMatrix;
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mat4 projectionMatrix;
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mat4 uncorrectedProjectionMatrix;
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mat4 clipCorrectionMatrix;
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mat4 viewProjectionMatrix;
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mat4 inverseViewMatrix;
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mat4 inverseProjectionMatrix;
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mat4 inverseViewProjectionMatrix;
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mat4 viewportMatrix;
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mat4 inverseViewportMatrix;
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vec4 textureTransformMatrix;
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vec3 eyePosition;
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float aspectRatio;
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float gamma;
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float exposure;
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float time;
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};
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layout(std140, binding = 1) uniform qt3d_command_uniforms {
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mat4 modelMatrix;
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mat4 inverseModelMatrix;
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mat4 modelViewMatrix;
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mat3 modelNormalMatrix;
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mat4 inverseModelViewMatrix;
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mat4 mvp;
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mat4 inverseModelViewProjectionMatrix;
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};
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void main()
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{
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normal = vertexNormal;
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gl_Position = mvp * vec4(vertexPosition, 1.0);
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}
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