|
1 /**************************************************************************** |
|
2 ** |
|
3 ** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies). |
|
4 ** All rights reserved. |
|
5 ** Contact: Nokia Corporation (qt-info@nokia.com) |
|
6 ** |
|
7 ** This file is part of the demonstration applications of the Qt Toolkit. |
|
8 ** |
|
9 ** $QT_BEGIN_LICENSE:LGPL$ |
|
10 ** No Commercial Usage |
|
11 ** This file contains pre-release code and may not be distributed. |
|
12 ** You may use this file in accordance with the terms and conditions |
|
13 ** contained in the Technology Preview License Agreement accompanying |
|
14 ** this package. |
|
15 ** |
|
16 ** GNU Lesser General Public License Usage |
|
17 ** Alternatively, this file may be used under the terms of the GNU Lesser |
|
18 ** General Public License version 2.1 as published by the Free Software |
|
19 ** Foundation and appearing in the file LICENSE.LGPL included in the |
|
20 ** packaging of this file. Please review the following information to |
|
21 ** ensure the GNU Lesser General Public License version 2.1 requirements |
|
22 ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. |
|
23 ** |
|
24 ** In addition, as a special exception, Nokia gives you certain additional |
|
25 ** rights. These rights are described in the Nokia Qt LGPL Exception |
|
26 ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. |
|
27 ** |
|
28 ** If you have questions regarding the use of this file, please contact |
|
29 ** Nokia at qt-info@nokia.com. |
|
30 ** |
|
31 ** |
|
32 ** |
|
33 ** |
|
34 ** |
|
35 ** |
|
36 ** |
|
37 ** |
|
38 ** $QT_END_LICENSE$ |
|
39 ** |
|
40 ****************************************************************************/ |
|
41 |
|
42 varying vec3 position, normal; |
|
43 varying vec4 specular, ambient, diffuse, lightDirection; |
|
44 |
|
45 uniform sampler2D tex; |
|
46 uniform vec4 basicColor; |
|
47 |
|
48 void main() |
|
49 { |
|
50 vec3 N = normalize(normal); |
|
51 // assume directional light |
|
52 |
|
53 gl_MaterialParameters M = gl_FrontMaterial; |
|
54 |
|
55 float NdotL = dot(N, lightDirection.xyz); |
|
56 float RdotL = dot(reflect(normalize(position), N), lightDirection.xyz); |
|
57 |
|
58 vec3 absN = abs(gl_TexCoord[1].xyz); |
|
59 vec3 texCoord; |
|
60 if (absN.x > absN.y && absN.x > absN.z) |
|
61 texCoord = gl_TexCoord[1].yzx; |
|
62 else if (absN.y > absN.z) |
|
63 texCoord = gl_TexCoord[1].zxy; |
|
64 else |
|
65 texCoord = gl_TexCoord[1].xyz; |
|
66 texCoord.y *= -sign(texCoord.z); |
|
67 texCoord += 0.5; |
|
68 |
|
69 vec4 texColor = texture2D(tex, texCoord.xy); |
|
70 vec4 unlitColor = gl_Color * mix(basicColor, vec4(texColor.xyz, 1.0), texColor.w); |
|
71 gl_FragColor = (ambient + diffuse * max(NdotL, 0.0)) * unlitColor + |
|
72 M.specular * specular * pow(max(RdotL, 0.0), M.shininess); |
|
73 } |