/**************************************************************************** ** ** 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 samplerCube env; uniform mat4 view; 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); vec4 litColor = (ambient + diffuse * max(NdotL, 0.0)) * unlitColor + M.specular * specular * pow(max(RdotL, 0.0), M.shininess); vec3 R = 2.0 * dot(-position, N) * N + position; vec4 reflectedColor = textureCube(env, R * mat3(view[0].xyz, view[1].xyz, view[2].xyz)); gl_FragColor = mix(litColor, reflectedColor, 0.2 + 0.8 * pow(1.0 + dot(N, normalize(position)), 2.0)); }