/**************************************************************************** ** ** 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 QtSensors module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:BSD$ ** 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; }