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/****************************************************************************
**
** Copyright (C) 2016 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of the demonstration applications of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:BSD$
** 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 https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** BSD License Usage
** Alternatively, 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 The Qt Company Ltd 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."
**
** $QT_END_LICENSE$
**
****************************************************************************/

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));
}