/**************************************************************************** ** ** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies). ** All rights reserved. ** Contact: http://www.qt-project.org/ ** ** This file is part of the Qt3D 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); }