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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 demonstration applications of the Qt Toolkit.+ −
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** $QT_BEGIN_LICENSE:LGPL$+ −
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** this package.+ −
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** GNU Lesser General Public License Usage+ −
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** General Public License version 2.1 as published by the Free Software+ −
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** packaging of this file. Please review the following information to+ −
** ensure the GNU Lesser General Public License version 2.1 requirements+ −
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** $QT_END_LICENSE$+ −
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****************************************************************************/+ −
+ −
varying vec3 position, normal;+ −
varying vec4 specular, ambient, diffuse, lightDirection;+ −
+ −
uniform sampler2D tex;+ −
uniform samplerCube env;+ −
uniform mat4 view;+ −
+ −
// Some arbitrary values+ −
// Arrays don't work here on glsl < 120, apparently.+ −
//const float coeffs[6] = float[6](1.0/4.0, 1.0/4.1, 1.0/4.2, 1.0/4.3, 1.0/4.4, 1.0/4.5);+ −
float coeffs(int i)+ −
{+ −
return 1.0 / (3.0 + 0.1 * float(i));+ −
}+ −
+ −
void main()+ −
{+ −
vec3 N = normalize(normal);+ −
vec3 I = -normalize(position);+ −
mat3 V = mat3(view[0].xyz, view[1].xyz, view[2].xyz);+ −
float IdotN = dot(I, N);+ −
float scales[6];+ −
vec3 C[6];+ −
for (int i = 0; i < 6; ++i) {+ −
scales[i] = (IdotN - sqrt(1.0 - coeffs(i) + coeffs(i) * (IdotN * IdotN)));+ −
C[i] = textureCube(env, (-I + coeffs(i) * N) * V).xyz;+ −
}+ −
vec4 refractedColor = 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,+ −
C[3].z + 2.0*C[4].z + C[5].z, 4.0);+ −
+ −
vec3 R = 2.0 * dot(-position, N) * N + position;+ −
vec4 reflectedColor = textureCube(env, R * V);+ −
+ −
gl_FragColor = mix(refractedColor, reflectedColor, 0.4 + 0.6 * pow(1.0 - IdotN, 2.0));+ −
}+ −