qtmobility/examples/sensors/cubehouse/lighting.vsh
changeset 4 90517678cc4f
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/qtmobility/examples/sensors/cubehouse/lighting.vsh	Mon May 03 13:18:40 2010 +0300
@@ -0,0 +1,81 @@
+// Algorithm from section 2.14.1 of OpenGL 2.1 specification.
+
+attribute highp vec4 vertex;
+attribute highp vec3 normal;
+attribute highp vec4 texcoord;
+uniform mediump mat4 matrix;
+uniform mediump mat4 modelView;
+uniform mediump mat3 normalMatrix;
+varying highp vec4 qTexCoord;
+
+uniform mediump vec4 scli;      // Specular intensity of the light
+uniform mediump vec3 pli;       // Position of the light
+uniform mediump float pliw;     // 0 for directional, 1 for positional.
+uniform mediump vec4 acm;       // Ambient color of the material
+uniform mediump vec4 dcm;       // Diffuse color of the material
+uniform mediump vec4 scm;       // Specular color of the material
+uniform mediump float srm;      // Specular exponent of the material
+uniform mediump vec4 acs;       // Light model's ambient color of the scene
+uniform bool viewerAtInfinity;  // Light model indicates viewer at infinity
+
+varying mediump vec4 qColor;
+varying mediump vec4 qSecondaryColor;
+
+void qLightVertex(vec4 vertex, vec3 normal)
+{
+    int i, material;
+    vec3 toEye, toLight, h;
+    float angle, spot, attenuation;
+    vec4 color, scolor;
+    vec4 adcomponent, scomponent;
+
+    // Start with the material's emissive color and the ambient scene color.
+    // ecm is assumed to be black.
+    color = acm * acs;
+    scolor = vec4(0, 0, 0, 0);
+
+    // Vector from the vertex to the eye position (i.e. the origin).
+    if (viewerAtInfinity)
+        toEye = vec3(0, 0, 1);
+    else
+        toEye = normalize(-vertex.xyz);
+
+    // Determine the cosine of the angle between the normal and the
+    // vector from the vertex to the light.
+    if (pliw == 0.0)
+        toLight = normalize(pli);
+    else
+        toLight = normalize(pli - vertex.xyz);
+    angle = max(dot(normal, toLight), 0.0);
+
+    // Calculate the ambient and diffuse light components.
+    // Assumptions: acli = (0, 0, 0, 1), dcli = (1, 1, 1, 1).
+    adcomponent = acm * vec4(0, 0, 0, 1) + angle * dcm;
+
+    // Calculate the specular light components.
+    if (angle != 0.0) {
+        h = normalize(toLight + toEye);
+        angle = max(dot(normal, h), 0.0);
+        scomponent = pow(angle, srm) * scm; // scli = (1, 1, 1, 1).
+    } else {
+        scomponent = vec4(0, 0, 0, 0);
+    }
+
+    // Add up the color components we computed.
+    color += adcomponent;
+    scolor += scomponent;
+
+    // Generate the final output colors.
+    float alpha = dcm.a;
+    qColor = vec4(clamp(color.rgb, 0.0, 1.0), alpha);
+    qSecondaryColor = clamp(scolor, 0.0, 1.0);
+}
+
+void main(void)
+{
+    gl_Position = matrix * vertex;
+    highp vec4 vertex = modelView * vertex;
+    highp vec3 norm = normalize(normalMatrix * normal);
+    qLightVertex(vertex, norm);
+    qTexCoord = texcoord;
+}