/**************************************************************************** ** ** Copyright (C) 2015 The Qt Company Ltd and/or its subsidiary(-ies). ** Contact: http://www.qt.io/licensing/ ** ** This file is part of the demonstration applications of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL21$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see http://www.qt.io/terms-conditions. For further ** information use the contact form at http://www.qt.io/contact-us. ** ** 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 or version 3 as published by the Free ** Software Foundation and appearing in the file LICENSE.LGPLv21 and ** LICENSE.LGPLv3 included in the packaging of this file. Please review the ** following information to ensure the GNU Lesser General Public License ** requirements will be met: https://www.gnu.org/licenses/lgpl.html and ** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** As a special exception, The Qt Company gives you certain additional ** rights. These rights are described in The Qt Company LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ 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)); }