author | Eckhart Koeppen <eckhart.koppen@nokia.com> |
Wed, 21 Apr 2010 20:15:53 +0300 | |
branch | RCL_3 |
changeset 13 | c0432d11811c |
parent 4 | 3b1da2848fc7 |
permissions | -rw-r--r-- |
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/**************************************************************************** |
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** |
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3b1da2848fc7
Revision: 201003
Dremov Kirill (Nokia-D-MSW/Tampere) <kirill.dremov@nokia.com>
parents:
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changeset
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** Copyright (C) 2010 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 sampler3D noise; |
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//const vec4 woodColors[2] = {vec4(0.37,0.24,0.20,1), vec4(0.8,0.6,0.4,1)}; |
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uniform vec4 woodColors[2]; |
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//const float woodTubulence = 0.1; |
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uniform float woodTubulence; |
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void main() |
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{ |
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float r = length(gl_TexCoord[1].yz); |
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r += woodTubulence * texture3D(noise, 0.25 * gl_TexCoord[1].xyz).x; |
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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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float f = fract(16.0 * r); |
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vec4 unlitColor = mix(woodColors[0], woodColors[1], min(1.25 * f, 5.0 - 5.0 * f)); |
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gl_FragColor = (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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} |