demos/boxes/fresnel.fsh
author Dremov Kirill (Nokia-D-MSW/Tampere) <kirill.dremov@nokia.com>
Fri, 22 Jan 2010 10:32:13 +0200
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permissions -rw-r--r--
Revision: 201001 Kit: 201003
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/****************************************************************************
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**
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** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
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** All rights reserved.
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** Contact: Nokia Corporation (qt-info@nokia.com)
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**
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** This file is part of the demonstration applications of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:LGPL$
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** No Commercial Usage
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** This file contains pre-release code and may not be distributed.
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** You may use this file in accordance with the terms and conditions
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** contained in the Technology Preview License Agreement accompanying
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** this package.
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**
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** GNU Lesser General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU Lesser
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** General Public License version 2.1 as published by the Free Software
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** Foundation and appearing in the file LICENSE.LGPL included in the
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** packaging of this file.  Please review the following information to
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** ensure the GNU Lesser General Public License version 2.1 requirements
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** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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**
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** In addition, as a special exception, Nokia gives you certain additional
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** rights.  These rights are described in the Nokia Qt LGPL Exception
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** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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**
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** If you have questions regarding the use of this file, please contact
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** Nokia at qt-info@nokia.com.
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**
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**
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**
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**
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**
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**
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**
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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varying vec3 position, normal;
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varying vec4 specular, ambient, diffuse, lightDirection;
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uniform sampler2D tex;
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uniform samplerCube env;
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uniform mat4 view;
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uniform vec4 basicColor;
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void main()
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{
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    vec3 N = normalize(normal);
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    // assume directional light
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    gl_MaterialParameters M = gl_FrontMaterial;
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    float NdotL = dot(N, lightDirection.xyz);
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    float RdotL = dot(reflect(normalize(position), N), lightDirection.xyz);
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    vec3 absN = abs(gl_TexCoord[1].xyz);
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    vec3 texCoord;
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    if (absN.x > absN.y && absN.x > absN.z)
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        texCoord = gl_TexCoord[1].yzx;
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    else if (absN.y > absN.z)
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        texCoord = gl_TexCoord[1].zxy;
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    else
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        texCoord = gl_TexCoord[1].xyz;
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    texCoord.y *= -sign(texCoord.z);
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    texCoord += 0.5;
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    vec4 texColor = texture2D(tex, texCoord.xy);
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    vec4 unlitColor = gl_Color * mix(basicColor, vec4(texColor.xyz, 1.0), texColor.w);
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    vec4 litColor = (ambient + diffuse * max(NdotL, 0.0)) * unlitColor +
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                     M.specular * specular * pow(max(RdotL, 0.0), M.shininess);
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    vec3 R = 2.0 * dot(-position, N) * N + position;
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    vec4 reflectedColor = textureCube(env, R * mat3(view[0].xyz, view[1].xyz, view[2].xyz));
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    gl_FragColor = mix(litColor, reflectedColor, 0.2 + 0.8 * pow(1.0 + dot(N, normalize(position)), 2.0));
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}