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+/****************************************************************************
+**
+** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies).
+** All rights reserved.
+** Contact: Nokia Corporation (qt-info@nokia.com)
+**
+** This file is part of the examples of the Qt Mobility Components.
+**
+** $QT_BEGIN_LICENSE:BSD$
+** 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 Nokia Corporation and its Subsidiary(-ies) 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."
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+// Algorithm from section 2.14.1 of OpenGL 2.1 specification.
+
+attribute highp vec4 vertex;
+attribute highp vec3 normal;
+attribute highp vec4 texcoord;
+uniform mediump mat4 matrix;
+uniform mediump mat4 modelView;
+uniform mediump mat3 normalMatrix;
+varying highp vec4 qTexCoord;
+
+uniform mediump vec4 scli; // Specular intensity of the light
+uniform mediump vec3 pli; // Position of the light
+uniform mediump float pliw; // 0 for directional, 1 for positional.
+uniform mediump vec4 acm; // Ambient color of the material
+uniform mediump vec4 dcm; // Diffuse color of the material
+uniform mediump vec4 scm; // Specular color of the material
+uniform mediump float srm; // Specular exponent of the material
+uniform mediump vec4 acs; // Light model's ambient color of the scene
+uniform bool viewerAtInfinity; // Light model indicates viewer at infinity
+
+varying mediump vec4 qColor;
+varying mediump vec4 qSecondaryColor;
+
+void qLightVertex(vec4 vertex, vec3 normal)
+{
+ int i, material;
+ vec3 toEye, toLight, h;
+ float angle, spot, attenuation;
+ vec4 color, scolor;
+ vec4 adcomponent, scomponent;
+
+ // Start with the material's emissive color and the ambient scene color.
+ // ecm is assumed to be black.
+ color = acm * acs;
+ scolor = vec4(0, 0, 0, 0);
+
+ // Vector from the vertex to the eye position (i.e. the origin).
+ if (viewerAtInfinity)
+ toEye = vec3(0, 0, 1);
+ else
+ toEye = normalize(-vertex.xyz);
+
+ // Determine the cosine of the angle between the normal and the
+ // vector from the vertex to the light.
+ if (pliw == 0.0)
+ toLight = normalize(pli);
+ else
+ toLight = normalize(pli - vertex.xyz);
+ angle = max(dot(normal, toLight), 0.0);
+
+ // Calculate the ambient and diffuse light components.
+ // Assumptions: acli = (0, 0, 0, 1), dcli = (1, 1, 1, 1).
+ adcomponent = acm * vec4(0, 0, 0, 1) + angle * dcm;
+
+ // Calculate the specular light components.
+ if (angle != 0.0) {
+ h = normalize(toLight + toEye);
+ angle = max(dot(normal, h), 0.0);
+ scomponent = pow(angle, srm) * scm; // scli = (1, 1, 1, 1).
+ } else {
+ scomponent = vec4(0, 0, 0, 0);
+ }
+
+ // Add up the color components we computed.
+ color += adcomponent;
+ scolor += scomponent;
+
+ // Generate the final output colors.
+ float alpha = dcm.a;
+ qColor = vec4(clamp(color.rgb, 0.0, 1.0), alpha);
+ qSecondaryColor = clamp(scolor, 0.0, 1.0);
+}
+
+void main(void)
+{
+ gl_Position = matrix * vertex;
+ highp vec4 vertex = modelView * vertex;
+ highp vec3 norm = normalize(normalMatrix * normal);
+ qLightVertex(vertex, norm);
+ qTexCoord = texcoord;
+}