--- /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;
+}