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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.
-**
-** $QT_BEGIN_LICENSE:BSD$
-** 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 Nokia Corporation and its Subsidiary(-ies) 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."
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-uniform sampler2D qt_Texture0;
-uniform sampler2D qt_Texture1;
-varying mediump vec4 lightingColor;
-varying highp vec4 texCoord0;
-uniform mediump float glowFactor;
-
-void main(void)
-{
- vec4 unlitColor0 = texture2D(qt_Texture0, texCoord0.st);
- vec4 unlitColor1 = texture2D(qt_Texture1, texCoord0.st);
-
- // interpolate between the two textures
- vec4 unlitColor = mix(unlitColor0, unlitColor1, glowFactor);
-
- // Apply lighting
- vec4 litColor = lightingColor * unlitColor;
- // Normally, we'd just paint this lit colour like so:
-// gl_FragColor = litColor;
-
- // However, we want a cool glow effect, because the sun is generating
- // it's own light.
-
- // Multiplying the color by itself will washing out the darker colours,
- // leaving the brighter colours brighter by comparison
- vec4 powerColor = unlitColor * unlitColor;
- powerColor = powerColor * powerColor ;
-
- // Then combine the higher contrast color and the lit color
- gl_FragColor= mix(litColor, powerColor, glowFactor);
-}