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-/****************************************************************************
-**
-** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
-** All rights reserved.
-** Contact: Nokia Corporation (qt-info@nokia.com)
-**
-** This file is part of the QtQuick3D module of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:LGPL$
-** GNU Lesser General Public License Usage
-** This file may be used under the terms of the GNU Lesser General Public
-** License version 2.1 as published by the Free Software Foundation and
-** appearing in the file LICENSE.LGPL included in the packaging of this
-** file. Please review the following information to ensure the GNU Lesser
-** General Public License version 2.1 requirements will be met:
-** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
-**
-** In addition, as a special exception, Nokia gives you certain additional
-** rights. These rights are described in the Nokia Qt LGPL Exception
-** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU General
-** Public License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of this
-** file. Please review the following information to ensure the GNU General
-** Public License version 3.0 requirements will be met:
-** http://www.gnu.org/copyleft/gpl.html.
-**
-** Other Usage
-** Alternatively, this file may be used in accordance with the terms and
-** conditions contained in a signed written agreement between you and Nokia.
-**
-**
-**
-**
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-// Per-pixel lighting - fragment shader side.
-
-struct qt_MaterialParameters {
- mediump vec4 emission;
- mediump vec4 ambient;
- mediump vec4 diffuse;
- mediump vec4 specular;
- mediump float shininess;
-};
-uniform qt_MaterialParameters qt_Material;
-
-struct qt_SingleLightParameters {
- mediump vec4 position;
- mediump vec3 spotDirection;
- mediump float spotExponent;
- mediump float spotCutoff;
- mediump float spotCosCutoff;
- mediump float constantAttenuation;
- mediump float linearAttenuation;
- mediump float quadraticAttenuation;
-};
-uniform qt_SingleLightParameters qt_Light;
-
-varying mediump vec3 qNormal;
-varying mediump vec3 qLightDirection;
-varying mediump vec3 qHalfVector;
-varying mediump vec3 qVertexToLight;
-varying mediump vec4 qAmbient;
-varying mediump vec4 qDiffuse;
-
-vec4 qLightPixel(vec4 ambient, vec4 diffuse)
-{
- float angle, spot;
- vec4 color;
- vec4 component;
- vec3 normal = normalize(qNormal);
-
- // Start with the ambient color.
- color = ambient;
-
- // Determine the cosine of the angle between the normal and the
- // vector from the vertex to the light.
- angle = max(dot(normal, qLightDirection), 0.0);
-
- // Calculate the diffuse light components.
- component = angle * diffuse;
-
- // Calculate the specular light components.
- if (angle != 0.0) {
- angle = max(dot(normal, qHalfVector), 0.0);
- component += pow(angle, qt_Material.shininess) * qt_Material.specular;
- }
-
- // Apply the spotlight angle and exponent.
- if (qt_Light.spotCutoff != 180.0) {
- spot = max(dot(normalize(qVertexToLight),
- normalize(qt_Light.spotDirection)), 0.0);
- if (spot < qt_Light.spotCosCutoff)
- spot = 0.0;
- else
- spot = pow(spot, qt_Light.spotExponent);
- component *= spot;
- }
-
- return clamp(color + component, 0.0, 1.0);
-}
-
-void main(void)
-{
- gl_FragColor = qLightPixel(qAmbient, qDiffuse);
-}