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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.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** No Commercial Usage
+** This file contains pre-release code and may not be distributed.
+** You may use this file in accordance with the terms and conditions
+** contained in the Technology Preview License Agreement accompanying
+** this package.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, 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.
+**
+** If you have questions regarding the use of this file, please contact
+** Nokia at qt-info@nokia.com.
+**
+**
+**
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+varying vec3 position, normal;
+varying vec4 specular, ambient, diffuse, lightDirection;
+
+uniform sampler2D tex;
+uniform samplerCube env;
+uniform mat4 view;
+
+// Some arbitrary values
+// Arrays don't work here on glsl < 120, apparently.
+//const float coeffs[6] = float[6](1.0/4.0, 1.0/4.1, 1.0/4.2, 1.0/4.3, 1.0/4.4, 1.0/4.5);
+float coeffs(int i)
+{
+ return 1.0 / (3.0 + 0.1 * float(i));
+}
+
+void main()
+{
+ vec3 N = normalize(normal);
+ vec3 I = -normalize(position);
+ mat3 V = mat3(view[0].xyz, view[1].xyz, view[2].xyz);
+ float IdotN = dot(I, N);
+ float scales[6];
+ vec3 C[6];
+ for (int i = 0; i < 6; ++i) {
+ scales[i] = (IdotN - sqrt(1.0 - coeffs(i) + coeffs(i) * (IdotN * IdotN)));
+ C[i] = textureCube(env, (-I + coeffs(i) * N) * V).xyz;
+ }
+ vec4 refractedColor = 0.25 * vec4(C[5].x + 2.0*C[0].x + C[1].x, C[1].y + 2.0*C[2].y + C[3].y,
+ C[3].z + 2.0*C[4].z + C[5].z, 4.0);
+
+ vec3 R = 2.0 * dot(-position, N) * N + position;
+ vec4 reflectedColor = textureCube(env, R * V);
+
+ gl_FragColor = mix(refractedColor, reflectedColor, 0.4 + 0.6 * pow(1.0 - IdotN, 2.0));
+}