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** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies).+ −
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** This file is part of the demonstration applications of the Qt Toolkit.+ −
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** this package.+ −
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** GNU Lesser General Public License Usage+ −
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****************************************************************************/+ −
+ −
varying vec3 position, normal;+ −
varying vec4 specular, ambient, diffuse, lightDirection;+ −
+ −
uniform sampler2D tex;+ −
uniform samplerCube env;+ −
uniform mat4 view;+ −
uniform vec4 basicColor;+ −
+ −
void main()+ −
{+ −
vec3 N = normalize(normal);+ −
// assume directional light+ −
+ −
gl_MaterialParameters M = gl_FrontMaterial;+ −
+ −
float NdotL = dot(N, lightDirection.xyz);+ −
float RdotL = dot(reflect(normalize(position), N), lightDirection.xyz);+ −
+ −
vec3 absN = abs(gl_TexCoord[1].xyz);+ −
vec3 texCoord;+ −
if (absN.x > absN.y && absN.x > absN.z)+ −
texCoord = gl_TexCoord[1].yzx;+ −
else if (absN.y > absN.z)+ −
texCoord = gl_TexCoord[1].zxy;+ −
else+ −
texCoord = gl_TexCoord[1].xyz;+ −
texCoord.y *= -sign(texCoord.z);+ −
texCoord += 0.5;+ −
+ −
vec4 texColor = texture2D(tex, texCoord.xy);+ −
vec4 unlitColor = gl_Color * mix(basicColor, vec4(texColor.xyz, 1.0), texColor.w);+ −
vec4 litColor = (ambient + diffuse * max(NdotL, 0.0)) * unlitColor ++ −
M.specular * specular * pow(max(RdotL, 0.0), M.shininess);+ −
+ −
vec3 R = 2.0 * dot(-position, N) * N + position;+ −
vec4 reflectedColor = textureCube(env, R * mat3(view[0].xyz, view[1].xyz, view[2].xyz));+ −
gl_FragColor = mix(litColor, reflectedColor, 0.2 + 0.8 * pow(1.0 + dot(N, normalize(position)), 2.0));+ −
}+ −