|
1 /**************************************************************************** |
|
2 ** |
|
3 ** Copyright (C) 2010 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 samplerCube env; |
|
47 uniform mat4 view; |
|
48 |
|
49 // Arrays don't work here on glsl < 120, apparently. |
|
50 //const float coeffs[6] = float[6](1.0/2.0, 1.0/2.1, 1.0/2.2, 1.0/2.3, 1.0/2.4, 1.0/2.5); |
|
51 float coeffs(int i) |
|
52 { |
|
53 return 1.0 / (2.0 + 0.1 * float(i)); |
|
54 } |
|
55 |
|
56 void main() |
|
57 { |
|
58 vec3 N = normalize(normal); |
|
59 vec3 I = -normalize(position); |
|
60 float IdotN = dot(I, N); |
|
61 float scales[6]; |
|
62 vec3 C[6]; |
|
63 for (int i = 0; i < 6; ++i) { |
|
64 scales[i] = (IdotN - sqrt(1.0 - coeffs(i) + coeffs(i) * (IdotN * IdotN))); |
|
65 C[i] = textureCube(env, (-I + coeffs(i) * N) * mat3(view[0].xyz, view[1].xyz, view[2].xyz)).xyz; |
|
66 } |
|
67 |
|
68 gl_FragColor = 0.25 * vec4(C[5].x + 2.0*C[0].x + C[1].x, C[1].y + 2.0*C[2].y + C[3].y, |
|
69 C[3].z + 2.0*C[4].z + C[5].z, 4.0); |
|
70 } |