diff -r 000000000000 -r 1918ee327afb demos/boxes/basic.fsh --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/demos/boxes/basic.fsh Mon Jan 11 14:00:40 2010 +0000 @@ -0,0 +1,73 @@ +/**************************************************************************** +** +** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies). +** All rights reserved. +** Contact: Nokia Corporation (qt-info@nokia.com) +** +** This file is part of the demonstration applications of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:LGPL$ +** No Commercial Usage +** This file contains pre-release code and may not be distributed. +** You may use this file in accordance with the terms and conditions +** contained in the Technology Preview License Agreement accompanying +** this package. +** +** GNU Lesser General Public License Usage +** Alternatively, this file may be used under the terms of the GNU Lesser +** General Public License version 2.1 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPL included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 2.1 requirements +** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. +** +** In addition, as a special exception, Nokia gives you certain additional +** rights. These rights are described in the Nokia Qt LGPL Exception +** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. +** +** If you have questions regarding the use of this file, please contact +** Nokia at qt-info@nokia.com. +** +** +** +** +** +** +** +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +varying vec3 position, normal; +varying vec4 specular, ambient, diffuse, lightDirection; + +uniform sampler2D tex; +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); + gl_FragColor = (ambient + diffuse * max(NdotL, 0.0)) * unlitColor + + M.specular * specular * pow(max(RdotL, 0.0), M.shininess); +}