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Diffstat (limited to 'examples/sensors/cubehouse/lighting.vsh')
-rw-r--r-- | examples/sensors/cubehouse/lighting.vsh | 121 |
1 files changed, 121 insertions, 0 deletions
diff --git a/examples/sensors/cubehouse/lighting.vsh b/examples/sensors/cubehouse/lighting.vsh new file mode 100644 index 00000000..22bd0042 --- /dev/null +++ b/examples/sensors/cubehouse/lighting.vsh @@ -0,0 +1,121 @@ +/**************************************************************************** +** +** 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; +} |