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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 demonstration applications 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.
-**
-**
-**
-**
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-varying vec3 position, normal;
-varying vec4 specular, ambient, diffuse, lightDirection;
-
-uniform sampler2D tex;
-uniform vec4 basicColor;
-
-void main()
-{
- vec3 N = normalize(normal);
- // assume directional light
-
- gl_MaterialParameters M = gl_FrontMaterial;
-
- float NdotL = dot(N, lightDirection.xyz);
- float RdotL = dot(reflect(normalize(position), N), lightDirection.xyz);
-
- vec3 absN = abs(gl_TexCoord[1].xyz);
- vec3 texCoord;
- if (absN.x > absN.y && absN.x > absN.z)
- texCoord = gl_TexCoord[1].yzx;
- else if (absN.y > absN.z)
- texCoord = gl_TexCoord[1].zxy;
- else
- texCoord = gl_TexCoord[1].xyz;
- texCoord.y *= -sign(texCoord.z);
- texCoord += 0.5;
-
- vec4 texColor = texture2D(tex, texCoord.xy);
- vec4 unlitColor = gl_Color * mix(basicColor, vec4(texColor.xyz, 1.0), texColor.w);
- gl_FragColor = (ambient + diffuse * max(NdotL, 0.0)) * unlitColor +
- M.specular * specular * pow(max(RdotL, 0.0), M.shininess);
-}