/******************************************************************************** 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.**** $QT_BEGIN_LICENSE:LGPL$** No Commercial Usage** This file contains pre-release code and may not be distributed.** You may use this file in accordance with the terms and conditions** contained in the Technology Preview License Agreement accompanying** this package.**** GNU Lesser General Public License Usage** Alternatively, this file may be used under the terms of the GNU Lesser** General Public License version 2.1 as published by the Free Software** Foundation and appearing in the file LICENSE.LGPL included in the** packaging of this file. Please review the following information to** ensure the GNU Lesser General Public License version 2.1 requirements** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.**** In addition, as a special exception, Nokia gives you certain additional** rights. These rights are described in the Nokia Qt LGPL Exception** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.**** If you have questions regarding the use of this file, please contact** Nokia at qt-info@nokia.com.****************** $QT_END_LICENSE$******************************************************************************/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));}