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Server: Apache/2.4.46 (Win64) OpenSSL/1.1.1j PHP/8.4.25
System: Windows NT DESKTOP-4TAV2RJ 10.0 build 19045 (Windows 10) AMD64
User: fred (0)
PHP: 8.4.25
Disabled: NONE
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File: C:/Users/fred/anaconda3/Library/bin/Qt53DExtras_conda.dll
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+Q�x�O3Y�6D8���Yp7$�����"�jI����dϵ�D�-�7��\����>��.�`�l��%���+�JÂS��\�$�Y~ǥ�s��6�˅Œ�y�~�e�-�;��=ʙ�ok�L۸�,�b�m����@�'m�w#�-�x_=�$��i����q�(OD7�[8�;� 7�)й�Cf3̰g7�_ hG��U�A7��E7)�7��B��'3�-�>#��5��T-LJz�Pn)�4�g�z�E��L�xOp�hf�h,���>@u�B|��A5�5�
�"��Ì��C���FV3��`����-��'�`�e+��̬a��}f�([�)*�Ҧ�9CC�m�u��">�/`�P�w��J�J���ɾ�Pe�&�j�<FT���b��`_�3�F�L-����c<��B;�|��h-��/F�hg�,)̡��-���,����.��

U���B� �*�6$���X�D0���R+>�ѓ�G��5��;;�-�)Z�B<�a��
]C�B�/J��2��Ja��-���-gTh��A)����ܡ�Z�rx��ST�4�B�MbZ)�=@Tʵ�LR#v��/T��P\i#��+��=<���?٩�D�#version 150 core

in vec3 vertexPosition;
in vec3 vertexNormal;

out vec3 worldPosition;
out vec3 worldNormal;

uniform mat4 modelMatrix;
uniform mat3 modelNormalMatrix;
uniform mat4 mvp;

void main()
{
    worldNormal = normalize( modelNormalMatrix * vertexNormal );
    worldPosition = vec3( modelMatrix * vec4( vertexPosition, 1.0 ) );

    gl_Position = mvp * vec4( vertexPosition, 1.0 );
}
P#version 150 core

in vec3 worldPosition;
in vec3 worldNormal;
in vec4 color;

out vec4 fragColor;

uniform vec3 eyePosition;

#pragma include phong.inc.frag

void main()
{
    vec3 worldView = normalize(eyePosition - worldPosition);
    fragColor = phongFunction(color, color, vec4(0.0), 0.0, worldPosition, worldView, worldNormal);
}
 #version 150 core

in vec3 vertexPosition;
in vec2 vertexTexCoord;

out vec2 texCoord;
out float zValue;

uniform mat4 modelView;
uniform mat4 mvp;

void main()
{
    texCoord = vertexTexCoord;
    zValue = vertexPosition.z;

    gl_Position = mvp * vec4(vertexPosition.xy, 0.0, 1.0);
}

�#version 150 core

in vec3 vertexPosition;
in vec2 vertexTexCoord;

out vec3 position;
out vec2 texCoord;

uniform mat4 modelView;
uniform mat4 mvp;
uniform mat3 texCoordTransform;

void main()
{
    vec3 tt = texCoordTransform * vec3(vertexTexCoord, 1.0);
    texCoord = (tt / tt.z).xy;
    position = vec3( modelView * vec4( vertexPosition, 1.0 ) );

    gl_Position = mvp * vec4( vertexPosition, 1.0 );
}
�#version 330

in vec3 vertexPosition;
out vec3 texCoord0;

uniform mat4 modelMatrix;
uniform mat4 viewMatrix;
uniform mat4 projectionMatrix;

void main()
{
    texCoord0 = vertexPosition.xyz;
    // Converting the viewMatrix to a mat3, then back to a mat4
    // removes the translation component from it
    gl_Position = vec4(projectionMatrix * mat4(mat3(viewMatrix)) * modelMatrix * vec4(vertexPosition, 1.0)).xyww;
}
�/****************************************************************************
**
** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt3D module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:BSD$
** 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 https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** BSD License Usage
** Alternatively, you may use this file under the terms of the BSD license
** as follows:
**
** "Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are
** met:
**   * Redistributions of source code must retain the above copyright
**     notice, this list of conditions and the following disclaimer.
**   * Redistributions in binary form must reproduce the above copyright
**     notice, this list of conditions and the following disclaimer in
**     the documentation and/or other materials provided with the
**     distribution.
**   * Neither the name of The Qt Company Ltd nor the names of its
**     contributors may be used to endorse or promote products derived
**     from this software without specific prior written permission.
**
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
**
** $QT_END_LICENSE$
**
****************************************************************************/

#pragma include light.inc.frag

void adsModel(const in vec3 worldPos,
              const in vec3 worldNormal,
              const in vec3 worldView,
              const in float shininess,
              out vec3 diffuseColor,
              out vec3 specularColor)
{
    diffuseColor = vec3(0.0);
    specularColor = vec3(0.0);

    // We perform all work in world space
    vec3 n = normalize(worldNormal);
    vec3 s = vec3(0.0);

    for (int i = 0; i < lightCount; ++i) {
        float att = 1.0;
        float sDotN = 0.0;

        if (lights[i].type != TYPE_DIRECTIONAL) {
            // Point and Spot lights

            // Light position is already in world space
            vec3 sUnnormalized = lights[i].position - worldPos;
            s = normalize(sUnnormalized); // Light direction

            // Calculate the attenuation factor
            sDotN = dot(s, n);
            if (sDotN > 0.0) {
                if (lights[i].constantAttenuation != 0.0
                 || lights[i].linearAttenuation != 0.0
                 || lights[i].quadraticAttenuation != 0.0) {
                    float dist = length(sUnnormalized);
                    att = 1.0 / (lights[i].constantAttenuation +
                                 lights[i].linearAttenuation * dist +
                                 lights[i].quadraticAttenuation * dist * dist);
                }

                // The light direction is in world space already
                if (lights[i].type == TYPE_SPOT) {
                    // Check if fragment is inside or outside of the spot light cone
                    if (degrees(acos(dot(-s, lights[i].direction))) > lights[i].cutOffAngle)
                        sDotN = 0.0;
                }
            }
        } else {
            // Directional lights
            // The light direction is in world space already
            s = normalize(-lights[i].direction);
            sDotN = dot(s, n);
        }

        // Calculate the diffuse factor
        float diffuse = max(sDotN, 0.0);

        // Calculate the specular factor
        float specular = 0.0;
        if (diffuse > 0.0 && shininess > 0.0) {
            float normFactor = (shininess + 2.0) / 2.0;
            vec3 r = reflect(-s, n);   // Reflection direction in world space
            specular = normFactor * pow(max(dot(r, worldView), 0.0), shininess);
        }

        // Accumulate the diffuse and specular contributions
        diffuseColor += att * lights[i].intensity * diffuse * lights[i].color;
        specularColor += att * lights[i].intensity * specular * lights[i].color;
    }
}

vec4 phongFunction(const in vec4 ambient,
                   const in vec4 diffuse,
                   const in vec4 specular,
                   const in float shininess,
                   const in vec3 worldPosition,
                   const in vec3 worldView,
                   const in vec3 worldNormal)
{
    // Calculate the lighting model, keeping the specular component separate
    vec3 diffuseColor, specularColor;
    adsModel(worldPosition, worldNormal, worldView, shininess, diffuseColor, specularColor);

    // Combine spec with ambient+diffuse for final fragment color
    vec3 color = (ambient.rgb + diffuseColor) * diffuse.rgb
               + specularColor * specular.rgb;

    return vec4(color, diffuse.a);
}
�#version 150 core

in vec3 vertexPosition;
in vec3 vertexNormal;
in vec3 vertexPositionTarget;
in vec3 vertexNormalTarget;

out vec3 worldPosition;
out vec3 worldNormal;

uniform mat4 modelMatrix;
uniform mat3 modelNormalMatrix;
uniform mat4 modelViewProjection;
uniform float interpolator;

void main()
{
    vec3 morphPos;
    vec3 morphNormal;
    if (interpolator > 0.0) {
        // normalized
        morphPos = mix(vertexPosition, vertexPositionTarget, interpolator);
        morphNormal = normalize(mix(vertexNormal, vertexNormalTarget, interpolator));
    } else {
        // relative
        morphPos = vertexPosition + vertexPositionTarget * abs(interpolator);
        morphNormal = normalize(vertexNormal + vertexNormalTarget * abs(interpolator));
    }

    worldNormal = normalize( modelNormalMatrix * morphNormal );
    worldPosition = vec3( modelMatrix * vec4( morphPos, 1.0 ) );

    gl_Position = modelViewProjection * vec4( morphPos, 1.0 );
}
0�/****************************************************************************
**
** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt3D module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:BSD$
** 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 https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** BSD License Usage
** Alternatively, you may use this file under the terms of the BSD license
** as follows:
**
** "Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are
** met:
**   * Redistributions of source code must retain the above copyright
**     notice, this list of conditions and the following disclaimer.
**   * Redistributions in binary form must reproduce the above copyright
**     notice, this list of conditions and the following disclaimer in
**     the documentation and/or other materials provided with the
**     distribution.
**   * Neither the name of The Qt Company Ltd nor the names of its
**     contributors may be used to endorse or promote products derived
**     from this software without specific prior written permission.
**
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
**
** $QT_END_LICENSE$
**
****************************************************************************/

// Exposure correction
uniform float exposure = 0.0;
// Gamma correction
uniform float gamma = 2.2;

#pragma include light.inc.frag

float remapRoughness(const in float roughness)
{
    // As per page 14 of
    // http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf
    // we remap the roughness to give a more perceptually linear response
    // of "bluriness" as a function of the roughness specified by the user.
    // r = roughness^2
    const float maxSpecPower = 999999.0;
    const float minRoughness = sqrt(2.0 / (maxSpecPower + 2));
    return max(roughness * roughness, minRoughness);
}

float alphaToMipLevel(float alpha)
{
    float specPower = 2.0 / (alpha * alpha) - 2.0;

    // We use the mip level calculation from Lys' default power drop, which in
    // turn is a slight modification of that used in Marmoset Toolbag. See
    // https://docs.knaldtech.com/doku.php?id=specular_lys for details.
    // For now we assume a max specular power of 999999 which gives
    // maxGlossiness = 1.
    const float k0 = 0.00098;
    const float k1 = 0.9921;
    float glossiness = (pow(2.0, -10.0 / sqrt(specPower)) - k0) / k1;

    // Lookup the number of mips in the specular envmap
    int mipLevels = envLight.specularMipLevels;

    // Offset of smallest miplevel we should use (corresponds to specular
    // power of 1). I.e. in the 32x32 sized mip.
    const float mipOffset = 5.0;

    // The final factor is really 1 - g / g_max but as mentioned above g_max
    // is 1 by definition here so we can avoid the division. If we make the
    // max specular power for the spec map configurable, this will need to
    // be handled properly.
    float mipLevel = (mipLevels - 1.0 - mipOffset) * (1.0 - glossiness);
    return mipLevel;
}

float normalDistribution(const in vec3 n, const in vec3 h, const in float alpha)
{
    // Blinn-Phong approximation - see
    // http://graphicrants.blogspot.co.uk/2013/08/specular-brdf-reference.html
    float specPower = 2.0 / (alpha * alpha) - 2.0;
    return (specPower + 2.0) / (2.0 * 3.14159) * pow(max(dot(n, h), 0.0), specPower);
}

vec3 fresnelFactor(const in vec3 color, const in float cosineFactor)
{
    // Calculate the Fresnel effect value
    vec3 f = color;
    vec3 F = f + (1.0 - f) * pow(1.0 - cosineFactor, 5.0);
    return clamp(F, f, vec3(1.0));
}

float geometricModel(const in float lDotN,
                     const in float vDotN,
                     const in vec3 h)
{
    // Implicit geometric model (equal to denominator in specular model).
    // This currently assumes that there is no attenuation by geometric shadowing or
    // masking according to the microfacet theory.
    return lDotN * vDotN;
}

vec3 specularModel(const in vec3 F0,
                   const in float sDotH,
                   const in float sDotN,
                   const in float vDotN,
                   const in vec3 n,
                   const in vec3 h)
{
    // Clamp sDotN and vDotN to small positive value to prevent the
    // denominator in the reflection equation going to infinity. Balance this
    // by using the clamped values in the geometric factor function to
    // avoid ugly seams in the specular lighting.
    float sDotNPrime = max(sDotN, 0.001);
    float vDotNPrime = max(vDotN, 0.001);

    vec3 F = fresnelFactor(F0, sDotH);
    float G = geometricModel(sDotNPrime, vDotNPrime, h);

    vec3 cSpec = F * G / (4.0 * sDotNPrime * vDotNPrime);
    return clamp(cSpec, vec3(0.0), vec3(1.0));
}

vec3 pbrModel(const in int lightIndex,
              const in vec3 wPosition,
              const in vec3 wNormal,
              const in vec3 wView,
              const in vec3 baseColor,
              const in float metalness,
              const in float alpha,
              const in float ambientOcclusion)
{
    // Calculate some useful quantities
    vec3 n = wNormal;
    vec3 s = vec3(0.0);
    vec3 v = wView;
    vec3 h = vec3(0.0);

    float vDotN = dot(v, n);
    float sDotN = 0.0;
    float sDotH = 0.0;
    float att = 1.0;

    if (lights[lightIndex].type != TYPE_DIRECTIONAL) {
        // Point and Spot lights
        vec3 sUnnormalized = vec3(lights[lightIndex].position) - wPosition;
        s = normalize(sUnnormalized);

        // Calculate the attenuation factor
        sDotN = dot(s, n);
        if (sDotN > 0.0) {
            if (lights[lightIndex].constantAttenuation != 0.0
             || lights[lightIndex].linearAttenuation != 0.0
             || lights[lightIndex].quadraticAttenuation != 0.0) {
                float dist = length(sUnnormalized);
                att = 1.0 / (lights[lightIndex].constantAttenuation +
                             lights[lightIndex].linearAttenuation * dist +
                             lights[lightIndex].quadraticAttenuation * dist * dist);
            }

            // The light direction is in world space already
            if (lights[lightIndex].type == TYPE_SPOT) {
                // Check if fragment is inside or outside of the spot light cone
                if (degrees(acos(dot(-s, lights[lightIndex].direction))) > lights[lightIndex].cutOffAngle)
                    sDotN = 0.0;
            }
        }
    } else {
        // Directional lights
        // The light direction is in world space already
        s = normalize(-lights[lightIndex].direction);
        sDotN = dot(s, n);
    }

    h = normalize(s + v);
    sDotH = dot(s, h);

    // Calculate diffuse component
    vec3 diffuseColor = (1.0 - metalness) * baseColor * lights[lightIndex].color;
    vec3 diffuse = diffuseColor * max(sDotN, 0.0) / 3.14159;

    // Calculate specular component
    vec3 dielectricColor = vec3(0.04);
    vec3 F0 = mix(dielectricColor, baseColor, metalness);
    vec3 specularFactor = vec3(0.0);
    if (sDotN > 0.0) {
        specularFactor = specularModel(F0, sDotH, sDotN, vDotN, n, h);
        specularFactor *= normalDistribution(n, h, alpha);
    }
    vec3 specularColor = lights[lightIndex].color;
    vec3 specular = specularColor * specularFactor;

    // Blend between diffuse and specular to conserver energy
    vec3 color = att * lights[lightIndex].intensity * (specular + diffuse * (vec3(1.0) - specular));

    // Reduce by ambient occlusion amount
    color *= ambientOcclusion;

    return color;
}

vec3 pbrIblModel(const in vec3 wNormal,
                 const in vec3 wView,
                 const in vec3 baseColor,
                 const in float metalness,
                 const in float alpha,
                 const in float ambientOcclusion)
{
    // Calculate reflection direction of view vector about surface normal
    // vector in world space. This is used in the fragment shader to sample
    // from the environment textures for a light source. This is equivalent
    // to the l vector for punctual light sources. Armed with this, calculate
    // the usual factors needed
    vec3 n = wNormal;
    vec3 l = reflect(-wView, n);
    vec3 v = wView;
    vec3 h = normalize(l + v);
    float vDotN = dot(v, n);
    float lDotN = dot(l, n);
    float lDotH = dot(l, h);

    // Calculate diffuse component
    vec3 diffuseColor = (1.0 - metalness) * baseColor;
    vec3 diffuse = diffuseColor * texture(envLight.irradiance, l).rgb;

    // Calculate specular component
    vec3 dielectricColor = vec3(0.04);
    vec3 F0 = mix(dielectricColor, baseColor, metalness);
    vec3 specularFactor = specularModel(F0, lDotH, lDotN, vDotN, n, h);

    float lod = alphaToMipLevel(alpha);
//#define DEBUG_SPECULAR_LODS
#ifdef DEBUG_SPECULAR_LODS
    if (lod > 7.0)
        return vec3(1.0, 0.0, 0.0);
    else if (lod > 6.0)
        return vec3(1.0, 0.333, 0.0);
    else if (lod > 5.0)
        return vec3(1.0, 1.0, 0.0);
    else if (lod > 4.0)
        return vec3(0.666, 1.0, 0.0);
    else if (lod > 3.0)
        return vec3(0.0, 1.0, 0.666);
    else if (lod > 2.0)
        return vec3(0.0, 0.666, 1.0);
    else if (lod > 1.0)
        return vec3(0.0, 0.0, 1.0);
    else if (lod > 0.0)
        return vec3(1.0, 0.0, 1.0);
#endif
    vec3 specularSkyColor = textureLod(envLight.specular, l, lod).rgb;
    vec3 specular = specularSkyColor * specularFactor;

    // Blend between diffuse and specular to conserve energy
    vec3 color = specular + diffuse * (vec3(1.0) - specularFactor);

    // Reduce by ambient occlusion amount
    color *= ambientOcclusion;

    return color;
}

vec3 toneMap(const in vec3 c)
{
    return c / (c + vec3(1.0));
}

vec3 gammaCorrect(const in vec3 color)
{
    return pow(color, vec3(1.0 / gamma));
}

vec4 metalRoughFunction(const in vec4 baseColor,
                        const in float metalness,
                        const in float roughness,
                        const in float ambientOcclusion,
                        const in vec3 worldPosition,
                        const in vec3 worldView,
                        const in vec3 worldNormal)
{
    vec3 cLinear = vec3(0.0);

    // Remap roughness for a perceptually more linear correspondence
    float alpha = remapRoughness(roughness);

    for (int i = 0; i < envLightCount; ++i) {
        cLinear += pbrIblModel(worldNormal,
                               worldView,
                               baseColor.rgb,
                               metalness,
                               alpha,
                               ambientOcclusion);
    }

    for (int i = 0; i < lightCount; ++i) {
        cLinear += pbrModel(i,
                            worldPosition,
                            worldNormal,
                            worldView,
                            baseColor.rgb,
                            metalness,
                            alpha,
                            ambientOcclusion);
    }

    // Apply exposure correction
    cLinear *= pow(2.0, exposure);

    // Apply simple (Reinhard) tonemap transform to get into LDR range [0, 1]
    vec3 cToneMapped = toneMap(cLinear);

    // Apply gamma correction prior to display
    vec3 cGamma = gammaCorrect(cToneMapped);

    return vec4(cGamma, 1.0);
}
�#version 150 core

in vec3 vertexPosition;
in vec3 vertexNormal;
in vec4 vertexColor;

out vec3 worldPosition;
out vec3 worldNormal;
out vec4 color;

uniform mat4 modelMatrix;
uniform mat3 modelNormalMatrix;
uniform mat4 mvp;

void main()
{
    worldNormal = normalize( modelNormalMatrix * vertexNormal );
    worldPosition = vec3( modelMatrix * vec4( vertexPosition, 1.0 ) );
    color = vertexColor;

    gl_Position = mvp * vec4( vertexPosition, 1.0 );
}
�#version 150 core

// 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

uniform vec3 eyePosition;

in vec3 worldPosition;
in vec3 worldNormal;

out vec4 fragColor;

#pragma include light.inc.frag

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);

    vec3 result = vec3(0.0);
    for (int i = 0; i < lightCount; ++i) {
        // Calculate the vector from the light to the fragment
        vec3 s = normalize( vec3( lights[i].position ) - 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
        vec3 v = normalize( eyePosition - 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
        result += intensity + ks * specular;
    }

    return result;
}

void main()
{
    fragColor = vec4( goochModel( worldPosition, normalize( worldNormal ) ), 1.0 );
}

�/****************************************************************************
**
** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt3D module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:BSD$
** 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 https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** BSD License Usage
** Alternatively, you may use this file under the terms of the BSD license
** as follows:
**
** "Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are
** met:
**   * Redistributions of source code must retain the above copyright
**     notice, this list of conditions and the following disclaimer.
**   * Redistributions in binary form must reproduce the above copyright
**     notice, this list of conditions and the following disclaimer in
**     the documentation and/or other materials provided with the
**     distribution.
**   * Neither the name of The Qt Company Ltd nor the names of its
**     contributors may be used to endorse or promote products derived
**     from this software without specific prior written permission.
**
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
**
** $QT_END_LICENSE$
**
****************************************************************************/

mat3 calcWorldSpaceToTangentSpaceMatrix(const in vec3 wNormal, const in vec4 wTangent)
{
    // Make the tangent truly orthogonal to the normal by using Gram-Schmidt.
    // This allows to build the tangentMatrix below by simply transposing the
    // tangent -> eyespace matrix (which would now be orthogonal)
    vec3 wFixedTangent = normalize(wTangent.xyz - dot(wTangent.xyz, wNormal) * wNormal);

    // 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.
    vec3 wBinormal = cross(wNormal, wFixedTangent.xyz) * wTangent.w;

    // Construct matrix to transform from world space to tangent space
    // This is the transpose of the tangentToWorld transformation matrix
    mat3 tangentToWorldMatrix = mat3(wFixedTangent, wBinormal, wNormal);
    mat3 worldToTangentMatrix = transpose(tangentToWorldMatrix);
    return worldToTangentMatrix;
}

#version 150 core

uniform sampler2D distanceFieldTexture;
uniform float minAlpha;
uniform float maxAlpha;
uniform float textureSize;
uniform vec4 color;

in vec2 texCoord;
in float zValue;

out vec4 fragColor;

void main()
{
    // determine the scale of the glyph texture within pixel-space coordinates
    // (that is, how many pixels are drawn for each texel)
    vec2 texelDeltaX = abs(dFdx(texCoord));
    vec2 texelDeltaY = abs(dFdy(texCoord));
    float avgTexelDelta = textureSize * 0.5 * (texelDeltaX.x + texelDeltaX.y + texelDeltaY.x + texelDeltaY.y);
    float texScale = 1.0 / avgTexelDelta;

    // scaled to interval [0.0, 0.15]
    float devScaleMin = 0.00;
    float devScaleMax = 0.15;
    float scaled = (clamp(texScale, devScaleMin, devScaleMax) - devScaleMin) / (devScaleMax - devScaleMin);

    // thickness of glyphs should increase a lot for very small glyphs to make them readable
    float base = 0.5;
    float threshold = base * scaled;
    float range = 0.06 / texScale;

    float minAlpha = threshold - range;
    float maxAlpha = threshold + range;

    float distVal = texture(distanceFieldTexture, texCoord).r;
    fragColor = vec4(color.rgb, color.a * smoothstep(minAlpha, maxAlpha, distVal));
    gl_FragDepth = gl_FragCoord.z - zValue * 0.000001;
}

/****************************************************************************
**
** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt3D module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:BSD$
** 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 https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** BSD License Usage
** Alternatively, you may use this file under the terms of the BSD license
** as follows:
**
** "Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are
** met:
**   * Redistributions of source code must retain the above copyright
**     notice, this list of conditions and the following disclaimer.
**   * Redistributions in binary form must reproduce the above copyright
**     notice, this list of conditions and the following disclaimer in
**     the documentation and/or other materials provided with the
**     distribution.
**   * Neither the name of The Qt Company Ltd nor the names of its
**     contributors may be used to endorse or promote products derived
**     from this software without specific prior written permission.
**
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
**
** $QT_END_LICENSE$
**
****************************************************************************/

#version 150 core

in vec3 vertexPosition;
in vec3 vertexNormal;
in vec4 vertexTangent;
in vec2 vertexTexCoord;

out vec3 worldPosition;
out vec3 worldNormal;
out vec4 worldTangent;
out vec2 texCoord;

uniform mat4 modelMatrix;
uniform mat3 modelNormalMatrix;
uniform mat4 modelViewProjection;

uniform float texCoordScale;

void main()
{
    // Pass through scaled texture coordinates
    texCoord = vertexTexCoord * texCoordScale;

    // Transform position, normal, and tangent to world space
    worldPosition = vec3(modelMatrix * vec4(vertexPosition, 1.0));
    worldNormal = normalize(modelNormalMatrix * vertexNormal);
    worldTangent.xyz = normalize(vec3(modelMatrix * vec4(vertexTangent.xyz, 0.0)));
    worldTangent.w = vertexTangent.w;

    // Calculate vertex position in clip coordinates
    gl_Position = modelViewProjection * 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 );
}
E#version 330

in vec3 texCoord0;
out vec4 fragColor;
uniform samplerCube skyboxTexture;

// Gamma correction
uniform float gamma = 2.2;

uniform float gammaStrength;

vec3 gammaCorrect(const in vec3 color)
{
    return pow(color, vec3(1.0 / gamma));
}

void main()
{
    vec4 baseColor = texture(skyboxTexture, texCoord0);
    vec4 gammaColor = vec4(gammaCorrect(baseColor.rgb), 1.0);
    // This is an odd way to enable or not gamma correction,
    // but this is a way to avoid branching until we can generate shaders
    fragColor = mix(baseColor, gammaColor, gammaStrength);
}
�const int MAX_LIGHTS = 8;
const int TYPE_POINT = 0;
const int TYPE_DIRECTIONAL = 1;
const int TYPE_SPOT = 2;
struct Light {
    int type;
    vec3 position;
    vec3 color;
    float intensity;
    vec3 direction;
    float constantAttenuation;
    float linearAttenuation;
    float quadraticAttenuation;
    float cutOffAngle;
};
uniform Light lights[MAX_LIGHTS];
uniform int lightCount;

// Pre-convolved environment maps
struct EnvironmentLight {
    samplerCube irradiance; // For diffuse contribution
    samplerCube specular; // For specular contribution
    int specularMipLevels;
};
uniform EnvironmentLight envLight;
uniform int envLightCount = 0;
�#version 450

layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec3 vertexNormal;

layout(location = 0) out vec3 worldPosition;
layout(location = 1) out vec3 worldNormal;

layout(std140, binding = 1) uniform qt3d_command_uniforms {
  mat4 modelMatrix;
  mat4 inverseModelMatrix;
  mat4 modelViewMatrix;
  mat3 modelNormalMatrix;
  mat4 inverseModelViewMatrix;
  mat4 mvp;
  mat4 inverseModelViewProjectionMatrix;
};

void main()
{
    worldNormal = normalize( modelNormalMatrix * vertexNormal );
    worldPosition = vec3( modelMatrix * vec4( vertexPosition, 1.0 ) );

    gl_Position = mvp * vec4( vertexPosition, 1.0 );
}
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����g�`x�w�J�BWt�R5d��kn*RV7wJ[.���mٴaZ��QJ��	��&�ԙ�n�3�=�/N�^Mz�I�n�3��ޣ�q�B ���[p����)�牣��s^0Ֆ��r�؆��T6DU���82�5O@�rrE \��O�(���ξeτz.�$�m�*��/2,�V<��r-5���Ʊ-�g⋍���FPN�Ag����ܴ=NHC;h��C�&��S�pS���Q��\�ܪ����)i8���Sv0���p�ZF(*�D?�AC�L;��ݦD`�!2���}�+>�Z��ՁETj���k�걀��j�Rvd�m���ij��x�DU��N��8(�Ԋ���F�(.��J\S�����*?�m$�54$(�����_\:�j7�P+-C��c	�R	T�[�U�]�Mt�^�à�y+�=���tdim�%M���M���s�:
���鴹+���]��	�a�\h���)A���h��0Ė����K�N!��,!2�	��|_�	�N1�cMr�����kK]t�o[D2I�M�
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L���L�B>4�r��Y���'���5&Ct&��3�v|�d�i0
�4`6�;��r��89���k�9ؠ b�"��p�d�[��$)��Z�5X�ϒ����7r���9��XM��n]�3�9�����v��4�U���姂��9��#�-�=i���,��A���m�wŽ�֧������O����y�s��0ڛO�z"$�W�8���\�]ݥ%ɱ�z��ћm�jۚ�ú��7�;i9���qϹ�7��g�V�u���[P�ucH�,�&P���nnq�w�����ސ��hQ�����U�댶��SU%���v�ΌI�_��F۵��پ�1�ޢ��P�ly�ς��_a��l9#version 450

layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec2 vertexTexCoord;

layout(location = 0) out vec2 texCoord;
layout(location = 1) out float zValue;

layout(std140, binding = 1) uniform qt3d_command_uniforms {
  mat4 modelMatrix;
  mat4 inverseModelMatrix;
  mat4 modelViewMatrix;
  mat3 modelNormalMatrix;
  mat4 inverseModelViewMatrix;
  mat4 mvp;
  mat4 inverseModelViewProjectionMatrix;
};

void main()
{
    texCoord = vertexTexCoord;
    zValue = vertexPosition.z;

    gl_Position = mvp * vec4(vertexPosition.xy, 0.0, 1.0);
}

{#version 450

layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec2 vertexTexCoord;

layout(location = 0) out vec3 position;
layout(location = 1) out vec2 texCoord;

layout(std140, binding = 0) uniform qt3d_render_view_uniforms {
  mat4 viewMatrix;
  mat4 projectionMatrix;
  mat4 viewProjectionMatrix;
  mat4 inverseViewMatrix;
  mat4 inverseProjectionMatrix;
  mat4 inverseViewProjectionMatrix;
  mat4 viewportMatrix;
  mat4 inverseViewportMatrix;
  vec4 textureTransformMatrix;
  vec3 eyePosition;
  float aspectRatio;
  float gamma;
  float exposure;
  float time;
};

layout(std140, binding = 1) uniform qt3d_command_uniforms {
  mat4 modelMatrix;
  mat4 inverseModelMatrix;
  mat4 modelView;
  mat3 modelNormalMatrix;
  mat4 inverseModelViewMatrix;
  mat4 mvp;
  mat4 inverseModelViewProjectionMatrix;
};

layout(std140, binding = 2) uniform qt3d_custom_uniforms {
  mat3 texCoordTransform;
};

void main()
{
    vec3 tt = texCoordTransform * vec3(vertexTexCoord, 1.0);
    texCoord = (tt / tt.z).xy;
    position = vec3( modelView * vec4( vertexPosition, 1.0 ) );

    gl_Position = mvp * vec4( vertexPosition, 1.0 );
}
#version 450

layout(location = 0) in vec3 vertexPosition;
layout(location = 0) out vec3 texCoord0;

layout(std140, binding = 0) uniform qt3d_render_view_uniforms {
  mat4 viewMatrix;
  mat4 projectionMatrix;
  mat4 viewProjectionMatrix;
  mat4 inverseViewMatrix;
  mat4 inverseProjectionMatrix;
  mat4 inverseViewProjectionMatrix;
  mat4 viewportMatrix;
  mat4 inverseViewportMatrix;
  vec4 textureTransformMatrix;
  vec3 eyePosition;
  float aspectRatio;
  float gamma;
  float exposure;
  float time;
};

layout(std140, binding = 1) uniform qt3d_command_uniforms {
  mat4 modelMatrix;
  mat4 inverseModelMatrix;
  mat4 modelViewMatrix;
  mat3 modelNormalMatrix;
  mat4 inverseModelViewMatrix;
  mat4 modelViewProjection;
  mat4 inverseModelViewProjectionMatrix;
};

void main()
{
    texCoord0 = vertexPosition.xyz;
    // Converting the viewMatrix to a mat3, then back to a mat4
    // removes the translation component from it
    gl_Position = vec4(projectionMatrix * mat4(mat3(viewMatrix)) * modelMatrix * vec4(vertexPosition, 1.0)).xyww;
}
�/****************************************************************************
**
** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt3D module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:BSD$
** 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 https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** BSD License Usage
** Alternatively, you may use this file under the terms of the BSD license
** as follows:
**
** "Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are
** met:
**   * Redistributions of source code must retain the above copyright
**     notice, this list of conditions and the following disclaimer.
**   * Redistributions in binary form must reproduce the above copyright
**     notice, this list of conditions and the following disclaimer in
**     the documentation and/or other materials provided with the
**     distribution.
**   * Neither the name of The Qt Company Ltd nor the names of its
**     contributors may be used to endorse or promote products derived
**     from this software without specific prior written permission.
**
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
**
** $QT_END_LICENSE$
**
****************************************************************************/

#pragma include light.inc.frag

void adsModel(const in vec3 worldPos,
              const in vec3 worldNormal,
              const in vec3 worldView,
              const in float shininess,
              out vec3 diffuseColor,
              out vec3 specularColor)
{
    diffuseColor = vec3(0.0);
    specularColor = vec3(0.0);

    // We perform all work in world space
    vec3 n = normalize(worldNormal);
    vec3 s = vec3(0.0);

    for (int i = 0; i < lightCount; ++i) {
        float att = 1.0;
        float sDotN = 0.0;

        if (lights[i].type != TYPE_DIRECTIONAL) {
            // Point and Spot lights

            // Light position is already in world space
            vec3 sUnnormalized = lights[i].position - worldPos;
            s = normalize(sUnnormalized); // Light direction

            // Calculate the attenuation factor
            sDotN = dot(s, n);
            if (sDotN > 0.0) {
                if (lights[i].constantAttenuation != 0.0
                 || lights[i].linearAttenuation != 0.0
                 || lights[i].quadraticAttenuation != 0.0) {
                    float dist = length(sUnnormalized);
                    att = 1.0 / (lights[i].constantAttenuation +
                                 lights[i].linearAttenuation * dist +
                                 lights[i].quadraticAttenuation * dist * dist);
                }

                // The light direction is in world space already
                if (lights[i].type == TYPE_SPOT) {
                    // Check if fragment is inside or outside of the spot light cone
                    if (degrees(acos(dot(-s, lights[i].direction))) > lights[i].cutOffAngle)
                        sDotN = 0.0;
                }
            }
        } else {
            // Directional lights
            // The light direction is in world space already
            s = normalize(-lights[i].direction);
            sDotN = dot(s, n);
        }

        // Calculate the diffuse factor
        float diffuse = max(sDotN, 0.0);

        // Calculate the specular factor
        float specular = 0.0;
        if (diffuse > 0.0 && shininess > 0.0) {
            float normFactor = (shininess + 2.0) / 2.0;
            vec3 r = reflect(-s, n);   // Reflection direction in world space
            specular = normFactor * pow(max(dot(r, worldView), 0.0), shininess);
        }

        // Accumulate the diffuse and specular contributions
        diffuseColor += att * lights[i].intensity * diffuse * lights[i].color;
        specularColor += att * lights[i].intensity * specular * lights[i].color;
    }
}

vec4 phongFunction(const in vec4 ambient,
                   const in vec4 diffuse,
                   const in vec4 specular,
                   const in float shininess,
                   const in vec3 worldPosition,
                   const in vec3 worldView,
                   const in vec3 worldNormal)
{
    // Calculate the lighting model, keeping the specular component separate
    vec3 diffuseColor, specularColor;
    adsModel(worldPosition, worldNormal, worldView, shininess, diffuseColor, specularColor);

    // Combine spec with ambient+diffuse for final fragment color
    vec3 color = (ambient.rgb + diffuseColor) * diffuse.rgb
               + specularColor * specular.rgb;

    return vec4(color, diffuse.a);
}
#version 450

layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec3 vertexNormal;
layout(location = 2) in vec3 vertexPositionTarget;
layout(location = 3) in vec3 vertexNormalTarget;

layout(location = 0) out vec3 worldPosition;
layout(location = 1) out vec3 worldNormal;

layout(std140, binding = 1) uniform qt3d_command_uniforms {
  mat4 modelMatrix;
  mat4 inverseModelMatrix;
  mat4 modelViewMatrix;
  mat3 modelNormalMatrix;
  mat4 inverseModelViewMatrix;
  mat4 modelViewProjection;
  mat4 inverseModelViewProjectionMatrix;
};

layout(std140, binding = 3) uniform qt3d_morph_uniforms {
  float interpolator;
};

void main()
{
    vec3 morphPos;
    vec3 morphNormal;
    if (interpolator > 0.0) {
        // normalized
        morphPos = mix(vertexPosition, vertexPositionTarget, interpolator);
        morphNormal = normalize(mix(vertexNormal, vertexNormalTarget, interpolator));
    } else {
        // relative
        morphPos = vertexPosition + vertexPositionTarget * abs(interpolator);
        morphNormal = normalize(vertexNormal + vertexNormalTarget * abs(interpolator));
    }

    worldNormal = normalize( modelNormalMatrix * morphNormal );
    worldPosition = vec3( modelMatrix * vec4( morphPos, 1.0 ) );

    gl_Position = modelViewProjection * vec4( morphPos, 1.0 );
}
�layout(std140, binding = auto) uniform qt3d_render_view_uniforms {
  mat4 viewMatrix;
  mat4 projectionMatrix;
  mat4 viewProjectionMatrix;
  mat4 inverseViewMatrix;
  mat4 inverseProjectionMatrix;
  mat4 inverseViewProjectionMatrix;
  mat4 viewportMatrix;
  mat4 inverseViewportMatrix;
  vec4 textureTransformMatrix;
  vec3 eyePosition;
  float aspectRatio;
  float gamma;
  float exposure;
  float time;
};

layout(std140, binding = auto) uniform qt3d_command_uniforms {
  mat4 modelMatrix;
  mat4 inverseModelMatrix;
  mat4 modelViewMatrix;
  mat3 modelNormalMatrix;
  mat4 inverseModelViewMatrix;
  mat4 mvp;
  mat4 inverseModelViewProjectionMatrix;
};

layout(std140, binding = auto) uniform qt3d_extras_uniforms {
  float texCoordScale;
};
1�/****************************************************************************
**
** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt3D module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:BSD$
** 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 https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** BSD License Usage
** Alternatively, you may use this file under the terms of the BSD license
** as follows:
**
** "Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are
** met:
**   * Redistributions of source code must retain the above copyright
**     notice, this list of conditions and the following disclaimer.
**   * Redistributions in binary form must reproduce the above copyright
**     notice, this list of conditions and the following disclaimer in
**     the documentation and/or other materials provided with the
**     distribution.
**   * Neither the name of The Qt Company Ltd nor the names of its
**     contributors may be used to endorse or promote products derived
**     from this software without specific prior written permission.
**
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
**
** $QT_END_LICENSE$
**
****************************************************************************/

#pragma include light.inc.frag

int mipLevelCount(const in samplerCube cube)
{
   int baseSize = textureSize(cube, 0).x;
   int nMips = int(log2(float(baseSize > 0 ? baseSize : 1))) + 1;
   return nMips;
}

float remapRoughness(const in float roughness)
{
    // As per page 14 of
    // http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf
    // we remap the roughness to give a more perceptually linear response
    // of "bluriness" as a function of the roughness specified by the user.
    // r = roughness^2
    const float maxSpecPower = 999999.0;
    const float minRoughness = sqrt(2.0 / (maxSpecPower + 2));
    return max(roughness * roughness, minRoughness);
}

float alphaToMipLevel(float alpha)
{
    float specPower = 2.0 / (alpha * alpha) - 2.0;

    // We use the mip level calculation from Lys' default power drop, which in
    // turn is a slight modification of that used in Marmoset Toolbag. See
    // https://docs.knaldtech.com/doku.php?id=specular_lys for details.
    // For now we assume a max specular power of 999999 which gives
    // maxGlossiness = 1.
    const float k0 = 0.00098;
    const float k1 = 0.9921;
    float glossiness = (pow(2.0, -10.0 / sqrt(specPower)) - k0) / k1;

    // TODO: Optimize by doing this on CPU and set as
    // uniform int envLight.specularMipLevels say (if present in shader).
    // Lookup the number of mips in the specular envmap
    int mipLevels = mipLevelCount(envLight_specular);

    // Offset of smallest miplevel we should use (corresponds to specular
    // power of 1). I.e. in the 32x32 sized mip.
    const float mipOffset = 5.0;

    // The final factor is really 1 - g / g_max but as mentioned above g_max
    // is 1 by definition here so we can avoid the division. If we make the
    // max specular power for the spec map configurable, this will need to
    // be handled properly.
    float mipLevel = (mipLevels - 1.0 - mipOffset) * (1.0 - glossiness);
    return mipLevel;
}

float normalDistribution(const in vec3 n, const in vec3 h, const in float alpha)
{
    // Blinn-Phong approximation - see
    // http://graphicrants.blogspot.co.uk/2013/08/specular-brdf-reference.html
    float specPower = 2.0 / (alpha * alpha) - 2.0;
    return (specPower + 2.0) / (2.0 * 3.14159) * pow(max(dot(n, h), 0.0), specPower);
}

vec3 fresnelFactor(const in vec3 color, const in float cosineFactor)
{
    // Calculate the Fresnel effect value
    vec3 f = color;
    vec3 F = f + (1.0 - f) * pow(1.0 - cosineFactor, 5.0);
    return clamp(F, f, vec3(1.0));
}

float geometricModel(const in float lDotN,
                     const in float vDotN,
                     const in vec3 h)
{
    // Implicit geometric model (equal to denominator in specular model).
    // This currently assumes that there is no attenuation by geometric shadowing or
    // masking according to the microfacet theory.
    return lDotN * vDotN;
}

vec3 specularModel(const in vec3 F0,
                   const in float sDotH,
                   const in float sDotN,
                   const in float vDotN,
                   const in vec3 n,
                   const in vec3 h)
{
    // Clamp sDotN and vDotN to small positive value to prevent the
    // denominator in the reflection equation going to infinity. Balance this
    // by using the clamped values in the geometric factor function to
    // avoid ugly seams in the specular lighting.
    float sDotNPrime = max(sDotN, 0.001);
    float vDotNPrime = max(vDotN, 0.001);

    vec3 F = fresnelFactor(F0, sDotH);
    float G = geometricModel(sDotNPrime, vDotNPrime, h);

    vec3 cSpec = F * G / (4.0 * sDotNPrime * vDotNPrime);
    return clamp(cSpec, vec3(0.0), vec3(1.0));
}

vec3 pbrModel(const in int lightIndex,
              const in vec3 wPosition,
              const in vec3 wNormal,
              const in vec3 wView,
              const in vec3 baseColor,
              const in float metalness,
              const in float alpha,
              const in float ambientOcclusion)
{
    // Calculate some useful quantities
    vec3 n = wNormal;
    vec3 s = vec3(0.0);
    vec3 v = wView;
    vec3 h = vec3(0.0);

    float vDotN = dot(v, n);
    float sDotN = 0.0;
    float sDotH = 0.0;
    float att = 1.0;

    if (lights[lightIndex].type != TYPE_DIRECTIONAL) {
        // Point and Spot lights
        vec3 sUnnormalized = vec3(lights[lightIndex].position) - wPosition;
        s = normalize(sUnnormalized);

        // Calculate the attenuation factor
        sDotN = dot(s, n);
        if (sDotN > 0.0) {
            if (lights[lightIndex].constantAttenuation != 0.0
             || lights[lightIndex].linearAttenuation != 0.0
             || lights[lightIndex].quadraticAttenuation != 0.0) {
                float dist = length(sUnnormalized);
                att = 1.0 / (lights[lightIndex].constantAttenuation +
                             lights[lightIndex].linearAttenuation * dist +
                             lights[lightIndex].quadraticAttenuation * dist * dist);
            }

            // The light direction is in world space already
            if (lights[lightIndex].type == TYPE_SPOT) {
                // Check if fragment is inside or outside of the spot light cone
                if (degrees(acos(dot(-s, lights[lightIndex].direction))) > lights[lightIndex].cutOffAngle)
                    sDotN = 0.0;
            }
        }
    } else {
        // Directional lights
        // The light direction is in world space already
        s = normalize(-lights[lightIndex].direction);
        sDotN = dot(s, n);
    }

    h = normalize(s + v);
    sDotH = dot(s, h);

    // Calculate diffuse component
    vec3 diffuseColor = (1.0 - metalness) * baseColor * lights[lightIndex].color;
    vec3 diffuse = diffuseColor * max(sDotN, 0.0) / 3.14159;

    // Calculate specular component
    vec3 dielectricColor = vec3(0.04);
    vec3 F0 = mix(dielectricColor, baseColor, metalness);
    vec3 specularFactor = vec3(0.0);
    if (sDotN > 0.0) {
        specularFactor = specularModel(F0, sDotH, sDotN, vDotN, n, h);
        specularFactor *= normalDistribution(n, h, alpha);
    }
    vec3 specularColor = lights[lightIndex].color;
    vec3 specular = specularColor * specularFactor;

    // Blend between diffuse and specular to conserver energy
    vec3 color = att * lights[lightIndex].intensity * (specular + diffuse * (vec3(1.0) - specular));

    // Reduce by ambient occlusion amount
    color *= ambientOcclusion;

    return color;
}

vec3 pbrIblModel(const in vec3 wNormal,
                 const in vec3 wView,
                 const in vec3 baseColor,
                 const in float metalness,
                 const in float alpha,
                 const in float ambientOcclusion)
{
    // Calculate reflection direction of view vector about surface normal
    // vector in world space. This is used in the fragment shader to sample
    // from the environment textures for a light source. This is equivalent
    // to the l vector for punctual light sources. Armed with this, calculate
    // the usual factors needed
    vec3 n = wNormal;
    vec3 l = reflect(-wView, n);
    vec3 v = wView;
    vec3 h = normalize(l + v);
    float vDotN = dot(v, n);
    float lDotN = dot(l, n);
    float lDotH = dot(l, h);

    // Calculate diffuse component
    vec3 diffuseColor = (1.0 - metalness) * baseColor;
    vec3 diffuse = diffuseColor * texture(envLight_irradiance, l).rgb;

    // Calculate specular component
    vec3 dielectricColor = vec3(0.04);
    vec3 F0 = mix(dielectricColor, baseColor, metalness);
    vec3 specularFactor = specularModel(F0, lDotH, lDotN, vDotN, n, h);

    float lod = alphaToMipLevel(alpha);
//#define DEBUG_SPECULAR_LODS
#ifdef DEBUG_SPECULAR_LODS
    if (lod > 7.0)
        return vec3(1.0, 0.0, 0.0);
    else if (lod > 6.0)
        return vec3(1.0, 0.333, 0.0);
    else if (lod > 5.0)
        return vec3(1.0, 1.0, 0.0);
    else if (lod > 4.0)
        return vec3(0.666, 1.0, 0.0);
    else if (lod > 3.0)
        return vec3(0.0, 1.0, 0.666);
    else if (lod > 2.0)
        return vec3(0.0, 0.666, 1.0);
    else if (lod > 1.0)
        return vec3(0.0, 0.0, 1.0);
    else if (lod > 0.0)
        return vec3(1.0, 0.0, 1.0);
#endif
    vec3 specularSkyColor = textureLod(envLight_specular, l, lod).rgb;
    vec3 specular = specularSkyColor * specularFactor;

    // Blend between diffuse and specular to conserve energy
    vec3 color = specular + diffuse * (vec3(1.0) - specularFactor);

    // Reduce by ambient occlusion amount
    color *= ambientOcclusion;

    return color;
}

vec3 toneMap(const in vec3 c)
{
    return c / (c + vec3(1.0));
}

vec3 gammaCorrect(const in vec3 color)
{
    return pow(color, vec3(1.0 / gamma));
}

vec4 metalRoughFunction(const in vec4 baseColor,
                        const in float metalness,
                        const in float roughness,
                        const in float ambientOcclusion,
                        const in vec3 worldPosition,
                        const in vec3 worldView,
                        const in vec3 worldNormal)
{
    vec3 cLinear = vec3(0.0);

    // Remap roughness for a perceptually more linear correspondence
    float alpha = remapRoughness(roughness);

    for (int i = 0; i < envLightCount; ++i) {
        cLinear += pbrIblModel(worldNormal,
                               worldView,
                               baseColor.rgb,
                               metalness,
                               alpha,
                               ambientOcclusion);
    }

    for (int i = 0; i < lightCount; ++i) {
        cLinear += pbrModel(i,
                            worldPosition,
                            worldNormal,
                            worldView,
                            baseColor.rgb,
                            metalness,
                            alpha,
                            ambientOcclusion);
    }

    // Apply exposure correction
    cLinear *= pow(2.0, exposure);

    // Apply simple (Reinhard) tonemap transform to get into LDR range [0, 1]
    vec3 cToneMapped = toneMap(cLinear);

    // Apply gamma correction prior to display
    vec3 cGamma = gammaCorrect(cToneMapped);

    return vec4(cGamma, 1.0);
}
�#version 450

layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec3 vertexNormal;
layout(location = 2) in vec4 vertexColor;

layout(location = 0) out vec3 worldPosition;
layout(location = 1) out vec3 worldNormal;
layout(location = 2) out vec4 color;

layout(std140, binding = 1) uniform qt3d_command_uniforms {
  mat4 modelMatrix;
  mat4 inverseModelMatrix;
  mat4 modelViewMatrix;
  mat3 modelNormalMatrix;
  mat4 inverseModelViewMatrix;
  mat4 mvp;
  mat4 inverseModelViewProjectionMatrix;
};

void main()
{
    worldNormal = normalize( modelNormalMatrix * vertexNormal );
    worldPosition = vec3( modelMatrix * vec4( vertexPosition, 1.0 ) );
    color = vertexColor;

    gl_Position = mvp * vec4( vertexPosition, 1.0 );
}
P#version 450

layout(location = 0) in vec3 worldPosition;
layout(location = 1) in vec3 worldNormal;

layout(location = 0) out vec4 fragColor;

layout(std140, binding = 0) uniform qt3d_render_view_uniforms {
  mat4 viewMatrix;
  mat4 projectionMatrix;
  mat4 viewProjectionMatrix;
  mat4 inverseViewMatrix;
  mat4 inverseProjectionMatrix;
  mat4 inverseViewProjectionMatrix;
  mat4 viewportMatrix;
  mat4 inverseViewportMatrix;
  vec4 textureTransformMatrix;
  vec3 eyePosition;
  float aspectRatio;
  float gamma;
  float exposure;
  float time;
};

layout(std140, binding = 1) uniform qt3d_command_uniforms {
  mat4 modelMatrix;
  mat4 inverseModelMatrix;
  mat4 modelViewMatrix;
  mat3 modelNormalMatrix;
  mat4 inverseModelViewMatrix;
  mat4 mvp;
  mat4 inverseModelViewProjectionMatrix;
};

layout(std140, binding = 2) uniform qt3d_custom_uniforms {
  vec3 kd;            // Diffuse reflectivity
  vec3 ks;            // Specular reflectivity
  vec3 kblue;         // Cool color
  vec3 kyellow;       // Warm color
  float alpha;        // Fraction of diffuse added to kblue
  float beta;         // Fraction of diffuse added to kyellow
  float shininess;    // Specular shininess factor
};

const int MAX_LIGHTS = 8;
const int TYPE_POINT = 0;
const int TYPE_DIRECTIONAL = 1;
const int TYPE_SPOT = 2;

struct Light {
    int type;
    vec3 position;
    vec3 color;
    float intensity;
    vec3 direction;
    float constantAttenuation;
    float linearAttenuation;
    float quadraticAttenuation;
    float cutOffAngle;
};

layout(std140, binding = 3) uniform qt3d_light_uniforms {
  uniform Light lights[MAX_LIGHTS];
  uniform int lightCount;
  uniform int envLightCount;
};


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);

    vec3 result = vec3(0.0);
    for (int i = 0; i < lightCount; ++i) {
        // Calculate the vector from the light to the fragment
        vec3 s = normalize( vec3( lights[i].position ) - 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
        vec3 v = normalize( eyePosition - 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
        result += intensity + ks * specular;
    }

    return result;
}

void main()
{
    fragColor = vec4( goochModel( worldPosition, normalize( worldNormal ) ), 1.0 );
}
z#version 450

layout(location = 0) in vec2 texCoord;
layout(location = 1) in float zValue;

layout(location = 0) out vec4 fragColor;

layout(std140, binding = 2) uniform qt3d_custom_uniforms {
  float minAlpha;
  float maxAlpha;
  float textureSize;
  vec4 color;
};
layout(binding = 3) uniform sampler2D distanceFieldTexture;

void main()
{
    // determine the scale of the glyph texture within pixel-space coordinates
    // (that is, how many pixels are drawn for each texel)
    vec2 texelDeltaX = abs(dFdx(texCoord));
    vec2 texelDeltaY = abs(dFdy(texCoord));
    float avgTexelDelta = textureSize * 0.5 * (texelDeltaX.x + texelDeltaX.y + texelDeltaY.x + texelDeltaY.y);
    float texScale = 1.0 / avgTexelDelta;

    // scaled to interval [0.0, 0.15]
    float devScaleMin = 0.00;
    float devScaleMax = 0.15;
    float scaled = (clamp(texScale, devScaleMin, devScaleMax) - devScaleMin) / (devScaleMax - devScaleMin);

    // thickness of glyphs should increase a lot for very small glyphs to make them readable
    float base = 0.5;
    float threshold = base * scaled;
    float range = 0.06 / texScale;

    float minAlpha = threshold - range;
    float maxAlpha = threshold + range;

    float distVal = texture(distanceFieldTexture, texCoord).r;
    fragColor = vec4(color.rgb, color.a * smoothstep(minAlpha, maxAlpha, distVal));
    gl_FragDepth = gl_FragCoord.z - zValue * 0.000001;
}

�/****************************************************************************
**
** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt3D module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:BSD$
** 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 https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** BSD License Usage
** Alternatively, you may use this file under the terms of the BSD license
** as follows:
**
** "Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are
** met:
**   * Redistributions of source code must retain the above copyright
**     notice, this list of conditions and the following disclaimer.
**   * Redistributions in binary form must reproduce the above copyright
**     notice, this list of conditions and the following disclaimer in
**     the documentation and/or other materials provided with the
**     distribution.
**   * Neither the name of The Qt Company Ltd nor the names of its
**     contributors may be used to endorse or promote products derived
**     from this software without specific prior written permission.
**
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
**
** $QT_END_LICENSE$
**
****************************************************************************/

mat3 calcWorldSpaceToTangentSpaceMatrix(const in vec3 wNormal, const in vec4 wTangent)
{
    // Make the tangent truly orthogonal to the normal by using Gram-Schmidt.
    // This allows to build the tangentMatrix below by simply transposing the
    // tangent -> eyespace matrix (which would now be orthogonal)
    vec3 wFixedTangent = normalize(wTangent.xyz - dot(wTangent.xyz, wNormal) * wNormal);

    // 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.
    vec3 wBinormal = cross(wNormal, wFixedTangent.xyz) * wTangent.w;

    // Construct matrix to transform from world space to tangent space
    // This is the transpose of the tangentToWorld transformation matrix
    mat3 tangentToWorldMatrix = mat3(wFixedTangent, wBinormal, wNormal);
    mat3 worldToTangentMatrix = transpose(tangentToWorldMatrix);
    return worldToTangentMatrix;
}

#version 450

layout(location = 0) in vec3 position;
layout(location = 1) in vec2 texCoord;

layout(location = 0) out vec4 fragColor;

layout(binding = 3) uniform sampler2D diffuseTexture;

void main()
{
    fragColor = texture( diffuseTexture, texCoord );
}
+/****************************************************************************
**
** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt3D module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:BSD$
** 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 https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** BSD License Usage
** Alternatively, you may use this file under the terms of the BSD license
** as follows:
**
** "Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are
** met:
**   * Redistributions of source code must retain the above copyright
**     notice, this list of conditions and the following disclaimer.
**   * Redistributions in binary form must reproduce the above copyright
**     notice, this list of conditions and the following disclaimer in
**     the documentation and/or other materials provided with the
**     distribution.
**   * Neither the name of The Qt Company Ltd nor the names of its
**     contributors may be used to endorse or promote products derived
**     from this software without specific prior written permission.
**
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
**
** $QT_END_LICENSE$
**
****************************************************************************/

#version 450

layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec3 vertexNormal;
layout(location = 2) in vec4 vertexTangent;
layout(location = 3) in vec2 vertexTexCoord;

layout(location = 0) out vec3 worldPosition;
layout(location = 1) out vec3 worldNormal;
layout(location = 2) out vec4 worldTangent;
layout(location = 3) out vec2 texCoord;

layout(std140, binding = 0) uniform qt3d_render_view_uniforms {
  mat4 viewMatrix;
  mat4 projectionMatrix;
  mat4 viewProjectionMatrix;
  mat4 inverseViewMatrix;
  mat4 inverseProjectionMatrix;
  mat4 inverseViewProjectionMatrix;
  mat4 viewportMatrix;
  mat4 inverseViewportMatrix;
  vec4 textureTransformMatrix;
  vec3 eyePosition;
  float aspectRatio;
  float gamma;
  float exposure;
  float time;
};

layout(std140, binding = 1) uniform qt3d_command_uniforms {
  mat4 modelMatrix;
  mat4 inverseModelMatrix;
  mat4 modelViewMatrix;
  mat3 modelNormalMatrix;
  mat4 inverseModelViewMatrix;
  mat4 modelViewProjection;
  mat4 inverseModelViewProjectionMatrix;
};

layout(std140, binding = 2) uniform qt3d_extras_uniforms {
  float texCoordScale;
};

void main()
{
    // Pass through scaled texture coordinates
    texCoord = vertexTexCoord * texCoordScale;

    // Transform position, normal, and tangent to world space
    worldPosition = vec3(modelMatrix * vec4(vertexPosition, 1.0));
    worldNormal = normalize(modelNormalMatrix * vertexNormal);
    vec3 wt = normalize(vec3(modelMatrix * vec4(vertexTangent.xyz, 0.0)));
    worldTangent = vec4(wt, vertexTangent.w);

    // Calculate vertex position in clip coordinates
    gl_Position = modelViewProjection * vec4(vertexPosition, 1.0);
}
8#version 450

layout(location = 0) in vec3 texCoord0;
layout(location = 0) out vec4 fragColor;


// Gamma correction

layout(std140, binding = 0) uniform qt3d_render_view_uniforms {
  mat4 viewMatrix;
  mat4 projectionMatrix;
  mat4 viewProjectionMatrix;
  mat4 inverseViewMatrix;
  mat4 inverseProjectionMatrix;
  mat4 inverseViewProjectionMatrix;
  mat4 viewportMatrix;
  mat4 inverseViewportMatrix;
  vec4 textureTransformMatrix;
  vec3 eyePosition;
  float aspectRatio;
  float gamma;
  float exposure;
  float time;
};

layout(std140, binding = 2) uniform qt3d_morph_uniforms {
  float gammaStrength;
};

layout(binding = 3) uniform samplerCube skyboxTexture;

vec3 gammaCorrect(const in vec3 color)
{
    return pow(color, vec3(1.0 / gamma));
}

void main()
{
    vec4 baseColor = texture(skyboxTexture, texCoord0);
    vec4 gammaColor = vec4(gammaCorrect(baseColor.rgb), 1.0);
    // This is an odd way to enable or not gamma correction,
    // but this is a way to avoid branching until we can generate shaders
    fragColor = mix(baseColor, gammaColor, gammaStrength);
}
�#pragma include defaultuniforms.inc

const int MAX_LIGHTS = 8;
const int TYPE_POINT = 0;
const int TYPE_DIRECTIONAL = 1;
const int TYPE_SPOT = 2;

struct Light {
    vec3 position;
    float intensity;
    vec3 color;
    float constantAttenuation;
    vec3 direction;
    float linearAttenuation;
    float quadraticAttenuation;
    float cutOffAngle;
    int type;
};

layout(std140, binding = auto) uniform qt3d_light_uniforms {
  Light lights[MAX_LIGHTS];
  int lightCount;
  int envLightCount;
};

// Pre-convolved environment maps
layout(binding = auto) uniform samplerCube envLight_irradiance; // For diffuse contribution
layout(binding = auto) uniform samplerCube envLight_specular; // For specular contribution
2�/****************************************************************************
**
** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt3D module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:BSD$
** 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 https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** BSD License Usage
** Alternatively, you may use this file under the terms of the BSD license
** as follows:
**
** "Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are
** met:
**   * Redistributions of source code must retain the above copyright
**     notice, this list of conditions and the following disclaimer.
**   * Redistributions in binary form must reproduce the above copyright
**     notice, this list of conditions and the following disclaimer in
**     the documentation and/or other materials provided with the
**     distribution.
**   * Neither the name of The Qt Company Ltd nor the names of its
**     contributors may be used to endorse or promote products derived
**     from this software without specific prior written permission.
**
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
**
** $QT_END_LICENSE$
**
****************************************************************************/

#ifndef FP
#define FP highp
#endif

// Exposure correction
uniform FP float exposure;
// Gamma correction
const FP float gamma = 2.2;

#pragma include light.inc.frag

FP float remapRoughness(const in FP float roughness)
{
    // As per page 14 of
    // http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf
    // we remap the roughness to give a more perceptually linear response
    // of "bluriness" as a function of the roughness specified by the user.
    // r = roughness^2
    const FP float maxSpecPower = 999999.0;
    const FP float minRoughness = sqrt(2.0 / (maxSpecPower + 2.0));
    return max(roughness * roughness, minRoughness);
}

FP float alphaToMipLevel(FP float alpha)
{
    FP float specPower = 2.0 / (alpha * alpha) - 2.0;

    // We use the mip level calculation from Lys' default power drop, which in
    // turn is a slight modification of that used in Marmoset Toolbag. See
    // https://docs.knaldtech.com/doku.php?id=specular_lys for details.
    // For now we assume a max specular power of 999999 which gives
    // maxGlossiness = 1.
    const FP float k0 = 0.00098;
    const FP float k1 = 0.9921;
    FP float glossiness = (pow(2.0, -10.0 / sqrt(specPower)) - k0) / k1;

    // Lookup the number of mips in the specular envmap
    int mipLevels = envLight.specularMipLevels;

    // Offset of smallest miplevel we should use (corresponds to specular
    // power of 1). I.e. in the 32x32 sized mip.
    const FP float mipOffset = 5.0;

    // The final factor is really 1 - g / g_max but as mentioned above g_max
    // is 1 by definition here so we can avoid the division. If we make the
    // max specular power for the spec map configurable, this will need to
    // be handled properly.
    FP float mipLevel = (float(mipLevels) - 1.0 - mipOffset) * (1.0 - glossiness);
    return mipLevel;
}

FP float normalDistribution(const in FP vec3 n, const in FP vec3 h, const in FP float alpha)
{
    // Blinn-Phong approximation - see
    // http://graphicrants.blogspot.co.uk/2013/08/specular-brdf-reference.html
    FP float specPower = 2.0 / (alpha * alpha) - 2.0;
    return (specPower + 2.0) / (2.0 * 3.14159) * pow(max(dot(n, h), 0.0), specPower);
}

FP vec3 fresnelFactor(const in FP vec3 color, const in FP float cosineFactor)
{
    // Calculate the Fresnel effect value
    FP vec3 f = color;
    FP vec3 F = f + (1.0 - f) * pow(1.0 - cosineFactor, 5.0);
    return clamp(F, f, vec3(1.0));
}

FP float geometricModel(const in FP float lDotN,
                        const in FP float vDotN,
                        const in FP vec3 h)
{
    // Implicit geometric model (equal to denominator in specular model).
    // This currently assumes that there is no attenuation by geometric shadowing or
    // masking according to the microfacet theory.
    return lDotN * vDotN;
}

FP vec3 specularModel(const in FP vec3 F0,
                   const in FP float sDotH,
                   const in FP float sDotN,
                   const in FP float vDotN,
                   const in FP vec3 n,
                   const in FP vec3 h)
{
    // Clamp sDotN and vDotN to small positive value to prevent the
    // denominator in the reflection equation going to infinity. Balance this
    // by using the clamped values in the geometric factor function to
    // avoid ugly seams in the specular lighting.
    FP float sDotNPrime = max(sDotN, 0.001);
    FP float vDotNPrime = max(vDotN, 0.001);

    FP vec3 F = fresnelFactor(F0, sDotH);
    FP float G = geometricModel(sDotNPrime, vDotNPrime, h);

    FP vec3 cSpec = F * G / (4.0 * sDotNPrime * vDotNPrime);
    return clamp(cSpec, vec3(0.0), vec3(1.0));
}

FP vec3 pbrModel(const in int lightIndex,
                 const in FP vec3 wPosition,
                 const in FP vec3 wNormal,
                 const in FP vec3 wView,
                 const in FP vec3 baseColor,
                 const in FP float metalness,
                 const in FP float alpha,
                 const in FP float ambientOcclusion)
{
    // Calculate some useful quantities
    FP vec3 n = wNormal;
    FP vec3 s = vec3(0.0);
    FP vec3 v = wView;
    FP vec3 h = vec3(0.0);

    FP float vDotN = dot(v, n);
    FP float sDotN = 0.0;
    FP float sDotH = 0.0;
    FP float att = 1.0;

    if (lights[lightIndex].type != TYPE_DIRECTIONAL) {
        // Point and Spot lights
        FP vec3 sUnnormalized = vec3(lights[lightIndex].position) - wPosition;
        s = normalize(sUnnormalized);

        // Calculate the attenuation factor
        sDotN = dot(s, n);
        if (sDotN > 0.0) {
            if (lights[lightIndex].constantAttenuation != 0.0
             || lights[lightIndex].linearAttenuation != 0.0
             || lights[lightIndex].quadraticAttenuation != 0.0) {
                FP float dist = length(sUnnormalized);
                att = 1.0 / (lights[lightIndex].constantAttenuation +
                             lights[lightIndex].linearAttenuation * dist +
                             lights[lightIndex].quadraticAttenuation * dist * dist);
            }

            // The light direction is in world space already
            if (lights[lightIndex].type == TYPE_SPOT) {
                // Check if fragment is inside or outside of the spot light cone
                if (degrees(acos(dot(-s, lights[lightIndex].direction))) > lights[lightIndex].cutOffAngle)
                    sDotN = 0.0;
            }
        }
    } else {
        // Directional lights
        // The light direction is in world space already
        s = normalize(-lights[lightIndex].direction);
        sDotN = dot(s, n);
    }

    h = normalize(s + v);
    sDotH = dot(s, h);

    // Calculate diffuse component
    FP vec3 diffuseColor = (1.0 - metalness) * baseColor * lights[lightIndex].color;
    FP vec3 diffuse = diffuseColor * max(sDotN, 0.0) / 3.14159;

    // Calculate specular component
    FP vec3 dielectricColor = vec3(0.04);
    FP vec3 F0 = mix(dielectricColor, baseColor, metalness);
    FP vec3 specularFactor = vec3(0.0);
    if (sDotN > 0.0) {
        specularFactor = specularModel(F0, sDotH, sDotN, vDotN, n, h);
        specularFactor *= normalDistribution(n, h, alpha);
    }
    FP vec3 specularColor = lights[lightIndex].color;
    FP vec3 specular = specularColor * specularFactor;

    // Blend between diffuse and specular to conserver energy
    FP vec3 color = att * lights[lightIndex].intensity * (specular + diffuse * (vec3(1.0) - specular));

    // Reduce by ambient occlusion amount
    color *= ambientOcclusion;

    return color;
}

FP vec3 pbrIblModel(const in FP vec3 wNormal,
                    const in FP vec3 wView,
                    const in FP vec3 baseColor,
                    const in FP float metalness,
                    const in FP float alpha,
                    const in FP float ambientOcclusion)
{
    // Calculate reflection direction of view vector about surface normal
    // vector in world space. This is used in the fragment shader to sample
    // from the environment textures for a light source. This is equivalent
    // to the l vector for punctual light sources. Armed with this, calculate
    // the usual factors needed
    FP vec3 n = wNormal;
    FP vec3 l = reflect(-wView, n);
    FP vec3 v = wView;
    FP vec3 h = normalize(l + v);
    FP float vDotN = dot(v, n);
    FP float lDotN = dot(l, n);
    FP float lDotH = dot(l, h);

    // Calculate diffuse component
    FP vec3 diffuseColor = (1.0 - metalness) * baseColor;
    FP vec3 diffuse = diffuseColor * texture(envLight.irradiance, l).rgb;

    // Calculate specular component
    FP vec3 dielectricColor = vec3(0.04);
    FP vec3 F0 = mix(dielectricColor, baseColor, metalness);
    FP vec3 specularFactor = specularModel(F0, lDotH, lDotN, vDotN, n, h);

    FP float lod = alphaToMipLevel(alpha);
//#define DEBUG_SPECULAR_LODS
#ifdef DEBUG_SPECULAR_LODS
    if (lod > 7.0)
        return vec3(1.0, 0.0, 0.0);
    else if (lod > 6.0)
        return vec3(1.0, 0.333, 0.0);
    else if (lod > 5.0)
        return vec3(1.0, 1.0, 0.0);
    else if (lod > 4.0)
        return vec3(0.666, 1.0, 0.0);
    else if (lod > 3.0)
        return vec3(0.0, 1.0, 0.666);
    else if (lod > 2.0)
        return vec3(0.0, 0.666, 1.0);
    else if (lod > 1.0)
        return vec3(0.0, 0.0, 1.0);
    else if (lod > 0.0)
        return vec3(1.0, 0.0, 1.0);
#endif
    FP vec3 specularSkyColor = textureLod(envLight.specular, l, lod).rgb;
    FP vec3 specular = specularSkyColor * specularFactor;

    // Blend between diffuse and specular to conserve energy
    FP vec3 color = specular + diffuse * (vec3(1.0) - specularFactor);

    // Reduce by ambient occlusion amount
    color *= ambientOcclusion;

    return color;
}

FP vec3 toneMap(const in FP vec3 c)
{
    return c / (c + vec3(1.0));
}

FP vec3 gammaCorrect(const in FP vec3 color)
{
    return pow(color, vec3(1.0 / gamma));
}

FP vec4 metalRoughFunction(const in FP vec4 baseColor,
                           const in FP float metalness,
                           const in FP float roughness,
                           const in FP float ambientOcclusion,
                           const in FP vec3 worldPosition,
                           const in FP vec3 worldView,
                           const in FP vec3 worldNormal)
{
    FP vec3 cLinear = vec3(0.0);

    // Remap roughness for a perceptually more linear correspondence
    FP float alpha = remapRoughness(roughness);

    for (int i = 0; i < envLightCount; ++i) {
        cLinear += pbrIblModel(worldNormal,
                               worldView,
                               baseColor.rgb,
                               metalness,
                               alpha,
                               ambientOcclusion);
    }

    for (int i = 0; i < lightCount; ++i) {
        cLinear += pbrModel(i,
                            worldPosition,
                            worldNormal,
                            worldView,
                            baseColor.rgb,
                            metalness,
                            alpha,
                            ambientOcclusion);
    }

    // Apply exposure correction
    cLinear *= pow(2.0, exposure);

    // Apply simple (Reinhard) tonemap transform to get into LDR range [0, 1]
    FP vec3 cToneMapped = toneMap(cLinear);

    // Apply gamma correction prior to display
    FP vec3 cGamma = gammaCorrect(cToneMapped);

    return vec4(cGamma, 1.0);
}

/****************************************************************************
**
** Copyright (C) 2018 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt3D module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:BSD$
** 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 https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** BSD License Usage
** Alternatively, you may use this file under the terms of the BSD license
** as follows:
**
** "Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are
** met:
**   * Redistributions of source code must retain the above copyright
**     notice, this list of conditions and the following disclaimer.
**   * Redistributions in binary form must reproduce the above copyright
**     notice, this list of conditions and the following disclaimer in
**     the documentation and/or other materials provided with the
**     distribution.
**   * Neither the name of The Qt Company Ltd nor the names of its
**     contributors may be used to endorse or promote products derived
**     from this software without specific prior written permission.
**
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
**
** $QT_END_LICENSE$
**
****************************************************************************/

#ifndef FP
#define FP highp
#endif

FP mat3 calcWorldSpaceToTangentSpaceMatrix(const in FP vec3 wNormal, const in FP vec4 wTangent)
{
    // Make the tangent truly orthogonal to the normal by using Gram-Schmidt.
    // This allows to build the tangentMatrix below by simply transposing the
    // tangent -> eyespace matrix (which would now be orthogonal)
    FP vec3 wFixedTangent = normalize(wTangent.xyz - dot(wTangent.xyz, wNormal) * wNormal);

    // 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 wBinormal = cross(wNormal, wFixedTangent.xyz) * wTangent.w;

    // Construct matrix to transform from world space to tangent space
    // This is the transpose of the tangentToWorld transformation matrix
    FP mat3 tangentToWorldMatrix = mat3(wFixedTangent, wBinormal, wNormal);
    FP mat3 worldToTangentMatrix = transpose(tangentToWorldMatrix);
    return worldToTangentMatrix;
}

/****************************************************************************
**
** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt3D module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:BSD$
** 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 https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** BSD License Usage
** Alternatively, you may use this file under the terms of the BSD license
** as follows:
**
** "Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are
** met:
**   * Redistributions of source code must retain the above copyright
**     notice, this list of conditions and the following disclaimer.
**   * Redistributions in binary form must reproduce the above copyright
**     notice, this list of conditions and the following disclaimer in
**     the documentation and/or other materials provided with the
**     distribution.
**   * Neither the name of The Qt Company Ltd nor the names of its
**     contributors may be used to endorse or promote products derived
**     from this software without specific prior written permission.
**
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
**
** $QT_END_LICENSE$
**
****************************************************************************/

#version 300 es

in vec3 vertexPosition;
in vec3 vertexNormal;
in vec4 vertexTangent;
in vec2 vertexTexCoord;

out vec3 worldPosition;
out vec3 worldNormal;
out vec4 worldTangent;
out vec2 texCoord;

uniform mat4 modelMatrix;
uniform mat3 modelNormalMatrix;
uniform mat4 modelViewProjection;

uniform float texCoordScale;

void main()
{
    // Pass through scaled texture coordinates
    texCoord = vertexTexCoord * texCoordScale;

    // Transform position, normal, and tangent to world space
    worldPosition = vec3(modelMatrix * vec4(vertexPosition, 1.0));
    worldNormal = normalize(modelNormalMatrix * vertexNormal);
    worldTangent.xyz = normalize(vec3(modelMatrix * vec4(vertexTangent.xyz, 0.0)));
    worldTangent.w = vertexTangent.w;

    // Calculate vertex position in clip coordinates
    gl_Position = modelViewProjection * vec4(vertexPosition, 1.0);
}
�const int MAX_LIGHTS = 8;
const int TYPE_POINT = 0;
const int TYPE_DIRECTIONAL = 1;
const int TYPE_SPOT = 2;
struct Light {
    int type;
    FP vec3 position;
    FP vec3 color;
    FP float intensity;
    FP vec3 direction;
    FP float constantAttenuation;
    FP float linearAttenuation;
    FP float quadraticAttenuation;
    FP float cutOffAngle;
};
uniform Light lights[MAX_LIGHTS];
uniform int lightCount;

// Pre-convolved environment maps
struct EnvironmentLight {
    highp samplerCube irradiance; // For diffuse contribution
    highp samplerCube specular; // For specular contribution
    int specularMipLevels;
};
uniform EnvironmentLight envLight;
uniform int envLightCount;
�#define FP highp

const int MAX_LIGHTS = 2; // RPi: cannot use more than two as we run out of uniforms
const int TYPE_POINT = 0;
const int TYPE_DIRECTIONAL = 1;
const int TYPE_SPOT = 2;
struct Light {
    int type;
    FP vec3 position;
    FP vec3 color;
    FP float intensity;
    FP vec3 direction;
    FP float constantAttenuation;
    FP float linearAttenuation;
    FP float quadraticAttenuation;
    FP float cutOffAngle;
};
uniform Light lights[MAX_LIGHTS];
uniform int lightCount;
�attribute vec3 vertexPosition;
attribute vec3 vertexNormal;

varying vec3 worldPosition;
varying vec3 worldNormal;

uniform mat4 modelMatrix;
uniform mat3 modelNormalMatrix;
uniform mat4 mvp;

void main()
{
    worldNormal = normalize( modelNormalMatrix * vertexNormal );
    worldPosition = vec3( modelMatrix * vec4( vertexPosition, 1.0 ) );

    gl_Position = mvp * vec4( vertexPosition, 1.0 );
}
[#define FP highp

varying FP vec3 worldPosition;
varying FP vec3 worldNormal;
varying FP vec4 color;

uniform FP vec3 eyePosition;

#pragma include phong.inc.frag

void main()
{
    FP vec3 worldView = normalize(eyePosition - worldPosition);
    gl_FragColor = phongFunction(color, color, vec4(0.0), 0.0, worldPosition, worldView, worldNormal);
}
9attribute vec3 vertexPosition;
attribute vec2 vertexTexCoord;

varying vec3 position;
varying vec2 texCoord;

uniform mat4 modelView;
uniform mat4 mvp;

void main()
{
    texCoord = vertexTexCoord;
    position = vec3(modelView * vec4(vertexPosition, 1.0));

    gl_Position = mvp * vec4(vertexPosition, 1.0);
}

�attribute vec3 vertexPosition;
attribute vec2 vertexTexCoord;

varying vec3 position;
varying vec2 texCoord;

uniform mat4 modelView;
uniform mat4 mvp;
uniform mat3 texCoordTransform;

void main()
{
    vec3 tt = texCoordTransform * vec3(vertexTexCoord, 1.0);
    texCoord = (tt / tt.z).xy;
    position = vec3( modelView * vec4( vertexPosition, 1.0 ) );

    gl_Position = mvp * vec4( vertexPosition, 1.0 );
}
�attribute vec3 vertexPosition;
varying vec3 texCoord0;

uniform mat4 modelMatrix;
uniform mat4 viewMatrix;
uniform mat4 projectionMatrix;

void main()
{
    texCoord0 = vertexPosition.xyz;
    // Converting the viewMatrix to a mat3, then back to a mat4
    // removes the translation component from it
    gl_Position = vec4(projectionMatrix * mat4(mat3(viewMatrix)) * modelMatrix * vec4(vertexPosition, 1.0)).xyww;
}
�/****************************************************************************
**
** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt3D module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:BSD$
** 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 https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** BSD License Usage
** Alternatively, you may use this file under the terms of the BSD license
** as follows:
**
** "Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are
** met:
**   * Redistributions of source code must retain the above copyright
**     notice, this list of conditions and the following disclaimer.
**   * Redistributions in binary form must reproduce the above copyright
**     notice, this list of conditions and the following disclaimer in
**     the documentation and/or other materials provided with the
**     distribution.
**   * Neither the name of The Qt Company Ltd nor the names of its
**     contributors may be used to endorse or promote products derived
**     from this software without specific prior written permission.
**
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
**
** $QT_END_LICENSE$
**
****************************************************************************/

#pragma include light.inc.frag

void adsModel(const in FP vec3 vpos, const in FP vec3 vnormal, const in FP vec3 vview, const in FP float shininess,
              out FP vec3 diffuseColor, out FP vec3 specularColor)
{
    diffuseColor = vec3(0.0);
    specularColor = vec3(0.0);

    FP vec3 n = normalize( vnormal );

    FP vec3 s;
    Light light;
    for (int i = 0; i < lightCount; ++i) {
        if (i == 0)
            light = lights[0];
        else if (i == 1)
            light = lights[1];
        else if (i == 2)
            light = lights[2];
        else if (i == 3)
            light = lights[3];
        else if (i == 4)
            light = lights[4];
        else if (i == 5)
            light = lights[5];
        else if (i == 6)
            light = lights[6];
        else if (i == 7)
            light = lights[7];

        FP float att = 1.0;
        if ( light.type != TYPE_DIRECTIONAL ) {
            s = light.position - vpos;
            if (light.constantAttenuation != 0.0
              || light.linearAttenuation != 0.0
              || light.quadraticAttenuation != 0.0) {
                FP float dist = length(s);
                att = 1.0 / (light.constantAttenuation + light.linearAttenuation * dist + light.quadraticAttenuation * dist * dist);
            }
            s = normalize( s );
            if ( light.type == TYPE_SPOT ) {
                if ( degrees(acos(dot(-s, normalize(light.direction))) ) > light.cutOffAngle)
                    att = 0.0;
            }
        } else {
            s = normalize( -light.direction );
        }

        FP float diffuse = max( dot( s, n ), 0.0 );

        FP float specular = 0.0;
        if (diffuse > 0.0 && shininess > 0.0 && att > 0.0) {
            FP vec3 r = reflect( -s, n );
            FP float normFactor = ( shininess + 2.0 ) / 2.0;
            specular = normFactor * pow( max( dot( r, vview ), 0.0 ), shininess );
        }

        diffuseColor += att * light.intensity * diffuse * light.color;
        specularColor += att * light.intensity * specular * light.color;
    }
}

FP vec4 phongFunction(const in FP vec4 ambient,
                      const in FP vec4 diffuse,
                      const in FP vec4 specular,
                      const in FP float shininess,
                      const in FP vec3 worldPosition,
                      const in FP vec3 worldView,
                      const in FP vec3 worldNormal)
{
    // Calculate the lighting model, keeping the specular component separate
    FP vec3 diffuseColor, specularColor;
    adsModel(worldPosition, worldNormal, worldView, shininess, diffuseColor, specularColor);

    // Combine spec with ambient+diffuse for final fragment color
    FP vec3 color = (ambient.rgb + diffuseColor) * diffuse.rgb
                  + specularColor * specular.rgb;

    return vec4(color, diffuse.a);
}
�attribute vec3 vertexPosition;
attribute vec3 vertexNormal;
attribute vec3 vertexPositionTarget;
attribute vec3 vertexNormalTarget;

varying vec3 worldPosition;
varying vec3 worldNormal;

uniform mat4 modelMatrix;
uniform mat3 modelNormalMatrix;
uniform mat4 modelViewProjection;
uniform float interpolator;

void main()
{
    vec3 morphPos;
    vec3 morphNormal;
    if (interpolator > 0.0) {
        // normalized
        morphPos = mix(vertexPosition, vertexPositionTarget, interpolator);
        morphNormal = normalize(mix(vertexNormal, vertexNormalTarget, interpolator));
    } else {
        // relative
        morphPos = vertexPosition + vertexPositionTarget * abs(interpolator);
        morphNormal = normalize(vertexNormal + vertexNormalTarget * abs(interpolator));
    }

    worldNormal = normalize( modelNormalMatrix * morphNormal );
    worldPosition = vec3( modelMatrix * vec4( morphPos, 1.0 ) );

    gl_Position = modelViewProjection * vec4( morphPos, 1.0 );
}
�attribute vec3 vertexPosition;
attribute vec3 vertexNormal;
attribute vec4 vertexColor;

varying vec3 worldPosition;
varying vec3 worldNormal;
varying vec4 color;

uniform mat4 modelMatrix;
uniform mat3 modelNormalMatrix;
uniform mat4 mvp;

void main()
{
    worldNormal = normalize( modelNormalMatrix * vertexNormal );
    worldPosition = vec3( modelMatrix * vec4( vertexPosition, 1.0 ) );
    color = vertexColor;

    gl_Position = mvp * vec4( vertexPosition, 1.0 );
}
u#define FP highp

// 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

uniform FP vec3 eyePosition;

varying FP vec3 worldPosition;
varying FP vec3 worldNormal;

#pragma include light.inc.frag

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( lights[0].position ) - 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
    FP vec3 v = normalize( eyePosition - 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( worldPosition, normalize( worldNormal ) ), 1.0 );
}
3/****************************************************************************
**
** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt3D module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:BSD$
** 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 https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** BSD License Usage
** Alternatively, you may use this file under the terms of the BSD license
** as follows:
**
** "Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are
** met:
**   * Redistributions of source code must retain the above copyright
**     notice, this list of conditions and the following disclaimer.
**   * Redistributions in binary form must reproduce the above copyright
**     notice, this list of conditions and the following disclaimer in
**     the documentation and/or other materials provided with the
**     distribution.
**   * Neither the name of The Qt Company Ltd nor the names of its
**     contributors may be used to endorse or promote products derived
**     from this software without specific prior written permission.
**
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
**
** $QT_END_LICENSE$
**
****************************************************************************/

#define FP highp

FP mat3 transpose(const in FP mat3 inputMatrix)
{
    FP vec3 i0 = inputMatrix[0];
    FP vec3 i1 = inputMatrix[1];
    FP vec3 i2 = inputMatrix[2];

    FP mat3 outputMatrix = mat3(
        vec3(i0.x, i1.x, i2.x),
        vec3(i0.y, i1.y, i2.y),
        vec3(i0.z, i1.z, i2.z)
    );

    return outputMatrix;
}

FP mat3 calcWorldSpaceToTangentSpaceMatrix(const in FP vec3 wNormal, const in FP vec4 wTangent)
{
    // Make the tangent truly orthogonal to the normal by using Gram-Schmidt.
    // This allows to build the tangentMatrix below by simply transposing the
    // tangent -> eyespace matrix (which would now be orthogonal)
    FP vec3 wFixedTangent = normalize(wTangent.xyz - dot(wTangent.xyz, wNormal) * wNormal);

    // 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 wBinormal = cross(wNormal, wFixedTangent.xyz) * wTangent.w;

    // Construct matrix to transform from world space to tangent space
    // This is the transpose of the tangentToWorld transformation matrix
    FP mat3 tangentToWorldMatrix = mat3(wFixedTangent, wBinormal, wNormal);
    FP mat3 worldToTangentMatrix = transpose(tangentToWorldMatrix);
    return worldToTangentMatrix;
}

4#define FP highp
#extension GL_OES_standard_derivatives: enable

uniform FP sampler2D distanceFieldTexture;
uniform FP float minAlpha;
uniform FP float maxAlpha;
uniform FP float textureSize;
uniform FP vec4 color;

varying FP vec3 position;
varying FP vec2 texCoord;

void main()
{
    // determine the scale of the glyph texture within pixel-space coordinates
    // (that is, how many pixels are drawn for each texel)
    FP vec2 texelDeltaX = abs(dFdx(texCoord));
    FP vec2 texelDeltaY = abs(dFdy(texCoord));
    FP float avgTexelDelta = textureSize * 0.5 * (texelDeltaX.x + texelDeltaX.y + texelDeltaY.x + texelDeltaY.y);
    FP float texScale = 1.0 / avgTexelDelta;

    // scaled to interval [0.0, 0.15]
    FP float devScaleMin = 0.00;
    FP float devScaleMax = 0.15;
    FP float scaled = (clamp(texScale, devScaleMin, devScaleMax) - devScaleMin) / (devScaleMax - devScaleMin);

    // thickness of glyphs should increase a lot for very small glyphs to make them readable
    FP float base = 0.5;
    FP float threshold = base * scaled;
    FP float range = 0.06 / texScale;

    FP float minAlpha = threshold - range;
    FP float maxAlpha = threshold + range;

    FP float distVal = texture2D(distanceFieldTexture, texCoord).r;
    gl_FragColor = vec4(color.rgb, color.a * smoothstep(minAlpha, maxAlpha, distVal));
}

%/****************************************************************************
**
** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt3D module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:BSD$
** 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 https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** BSD License Usage
** Alternatively, you may use this file under the terms of the BSD license
** as follows:
**
** "Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are
** met:
**   * Redistributions of source code must retain the above copyright
**     notice, this list of conditions and the following disclaimer.
**   * Redistributions in binary form must reproduce the above copyright
**     notice, this list of conditions and the following disclaimer in
**     the documentation and/or other materials provided with the
**     distribution.
**   * Neither the name of The Qt Company Ltd nor the names of its
**     contributors may be used to endorse or promote products derived
**     from this software without specific prior written permission.
**
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
**
** $QT_END_LICENSE$
**
****************************************************************************/

attribute vec3 vertexPosition;
attribute vec3 vertexNormal;
attribute vec4 vertexTangent;
attribute vec2 vertexTexCoord;

varying vec3 worldPosition;
varying vec3 worldNormal;
varying vec4 worldTangent;
varying vec2 texCoord;

uniform mat4 modelMatrix;
uniform mat3 modelNormalMatrix;
uniform mat4 modelViewProjection;

uniform float texCoordScale;

void main()
{
    // Pass through texture coordinates
    texCoord = vertexTexCoord * texCoordScale;

    // Transform position, normal, and tangent to world coords
    worldPosition = vec3(modelMatrix * vec4(vertexPosition, 1.0));
    worldNormal = normalize(modelNormalMatrix * vertexNormal);
    worldTangent.xyz = normalize(vec3(modelMatrix * vec4(vertexTangent.xyz, 0.0)));
    worldTangent.w = vertexTangent.w;

    // Calculate vertex position in clip coordinates
    gl_Position = modelViewProjection * 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 );
}
�varying highp vec3 texCoord0;
uniform samplerCube skyboxTexture;

void main()
{
    gl_FragColor = textureCube(skyboxTexture, texCoord0);
}

X/****************************************************************************
**
** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt3D module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:BSD$
** 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 https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** BSD License Usage
** Alternatively, you may use this file under the terms of the BSD license
** as follows:
**
** "Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are
** met:
**   * Redistributions of source code must retain the above copyright
**     notice, this list of conditions and the following disclaimer.
**   * Redistributions in binary form must reproduce the above copyright
**     notice, this list of conditions and the following disclaimer in
**     the documentation and/or other materials provided with the
**     distribution.
**   * Neither the name of The Qt Company Ltd nor the names of its
**     contributors may be used to endorse or promote products derived
**     from this software without specific prior written permission.
**
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
**
** $QT_END_LICENSE$
**
****************************************************************************/

#pragma include light.inc.frag

void adsModel(const in FP vec3 vpos, const in FP vec3 vnormal, const in FP vec3 vview, const in FP float shininess,
              out FP vec3 diffuseColor, out FP vec3 specularColor)
{
    diffuseColor = vec3(0.0);
    specularColor = vec3(0.0);

    FP vec3 n = normalize( vnormal );

    // 0
    if (lightCount < 1)
        return;
    FP vec3 s;
    FP float att = 1.0;
    if ( lights[0].type != TYPE_DIRECTIONAL ) {
        s = lights[0].position - vpos;
        if (lights[0].constantAttenuation != 0.0
          || lights[0].linearAttenuation != 0.0
          || lights[0].quadraticAttenuation != 0.0) {
            FP float dist = length(s);
            att = 1.0 / (lights[0].constantAttenuation + lights[0].linearAttenuation * dist + lights[0].quadraticAttenuation * dist * dist);
        }
        s = normalize( s );
        if ( lights[0].type == TYPE_SPOT ) {
            if ( degrees(acos(dot(-s, normalize(lights[0].direction))) ) > lights[0].cutOffAngle)
                att = 0.0;
        }
    } else {
        s = normalize( -lights[0].direction );
    }

    FP float diffuse = max( dot( s, n ), 0.0 );

    FP float specular = 0.0;
    if (diffuse > 0.0 && shininess > 0.0 && att > 0.0) {
        FP vec3 r = reflect( -s, n );
        FP float normFactor = ( shininess + 2.0 ) / 2.0;
        specular = normFactor * pow( max( dot( r, vview ), 0.0 ), shininess );
    }

    diffuseColor += att * lights[0].intensity * diffuse * lights[0].color;
    specularColor += att * specular;

    // 1
    if (lightCount < 2)
        return;
    att = 1.0;
    if ( lights[1].type != TYPE_DIRECTIONAL ) {
        s = lights[1].position - vpos;
        if (lights[1].constantAttenuation != 0.0
          || lights[1].linearAttenuation != 0.0
          || lights[1].quadraticAttenuation != 0.0) {
            FP float dist = length(s);
            att = 1.0 / (lights[1].constantAttenuation + lights[1].linearAttenuation * dist + lights[1].quadraticAttenuation * dist * dist);
        }
        s = normalize( s );
        if ( lights[1].type == TYPE_SPOT ) {
            if ( degrees(acos(dot(-s, normalize(lights[1].direction))) ) > lights[1].cutOffAngle)
                att = 0.0;
        }
    } else {
        s = normalize( -lights[1].direction );
    }

    diffuse = max( dot( s, n ), 0.0 );

    specular = 0.0;
    if (diffuse > 0.0 && shininess > 0.0 && att > 0.0) {
        FP vec3 r = reflect( -s, n );
        FP float normFactor = ( shininess + 2.0 ) / 2.0;
        specular = normFactor * pow( max( dot( r, vview ), 0.0 ), shininess );
    }

    diffuseColor += att * lights[1].intensity * diffuse * lights[1].color;
    specularColor += att * specular;
}

FP vec4 phongFunction(const in FP vec4 ambient,
                      const in FP vec4 diffuse,
                      const in FP vec4 specular,
                      const in FP float shininess,
                      const in FP vec3 worldPosition,
                      const in FP vec3 worldView,
                      const in FP vec3 worldNormal)
{
    // Calculate the lighting model, keeping the specular component separate
    FP vec3 diffuseColor, specularColor;
    adsModel(worldPosition, worldNormal, worldView, shininess, diffuseColor, specularColor);

    // Combine spec with ambient+diffuse for final fragment color
    FP vec3 color = (ambient.rgb + diffuseColor) * diffuse.rgb
                  + specularColor * specular.rgb;

    return vec4(color, diffuse.a);
}
�#define FP highp

const int MAX_LIGHTS = 8;
const int TYPE_POINT = 0;
const int TYPE_DIRECTIONAL = 1;
const int TYPE_SPOT = 2;
struct Light {
    int type;
    FP vec3 position;
    FP vec3 color;
    FP float intensity;
    FP vec3 direction;
    FP float constantAttenuation;
    FP float linearAttenuation;
    FP float quadraticAttenuation;
    FP float cutOffAngle;
};
uniform Light lights[MAX_LIGHTS];
uniform int lightCount;
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���phong.inc.fragz��morphphong.vert5�7metalrough.inc.frag�4pervertexcolor.vert
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