1 | /****************************************************************************
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2 | **
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3 | ** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
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4 | ** All rights reserved.
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5 | ** Contact: Nokia Corporation ([email protected])
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6 | **
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7 | ** This file is part of the demonstration applications of the Qt Toolkit.
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8 | **
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9 | ** $QT_BEGIN_LICENSE:LGPL$
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10 | ** Commercial Usage
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11 | ** Licensees holding valid Qt Commercial licenses may use this file in
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12 | ** accordance with the Qt Commercial License Agreement provided with the
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13 | ** Software or, alternatively, in accordance with the terms contained in
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14 | ** a written agreement between you and Nokia.
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15 | **
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16 | ** GNU Lesser General Public License Usage
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17 | ** Alternatively, this file may be used under the terms of the GNU Lesser
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18 | ** General Public License version 2.1 as published by the Free Software
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19 | ** Foundation and appearing in the file LICENSE.LGPL included in the
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20 | ** packaging of this file. Please review the following information to
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21 | ** ensure the GNU Lesser General Public License version 2.1 requirements
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22 | ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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23 | **
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24 | ** In addition, as a special exception, Nokia gives you certain additional
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25 | ** rights. These rights are described in the Nokia Qt LGPL Exception
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26 | ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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27 | **
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28 | ** GNU General Public License Usage
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29 | ** Alternatively, this file may be used under the terms of the GNU
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30 | ** General Public License version 3.0 as published by the Free Software
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31 | ** Foundation and appearing in the file LICENSE.GPL included in the
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32 | ** packaging of this file. Please review the following information to
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33 | ** ensure the GNU General Public License version 3.0 requirements will be
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34 | ** met: http://www.gnu.org/copyleft/gpl.html.
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35 | **
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36 | ** If you have questions regarding the use of this file, please contact
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37 | ** Nokia at [email protected].
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38 | ** $QT_END_LICENSE$
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39 | **
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40 | ****************************************************************************/
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41 |
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42 | varying vec3 position, normal;
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43 | varying vec4 specular, ambient, diffuse, lightDirection;
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44 |
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45 | uniform sampler2D tex;
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46 | uniform vec4 basicColor;
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47 |
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48 | void main()
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49 | {
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50 | vec3 N = normalize(normal);
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51 | // assume directional light
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52 |
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53 | gl_MaterialParameters M = gl_FrontMaterial;
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54 |
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55 | float NdotL = dot(N, lightDirection.xyz);
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56 | float RdotL = dot(reflect(normalize(position), N), lightDirection.xyz);
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57 |
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58 | vec3 absN = abs(gl_TexCoord[1].xyz);
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59 | vec3 texCoord;
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60 | if (absN.x > absN.y && absN.x > absN.z)
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61 | texCoord = gl_TexCoord[1].yzx;
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62 | else if (absN.y > absN.z)
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63 | texCoord = gl_TexCoord[1].zxy;
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64 | else
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65 | texCoord = gl_TexCoord[1].xyz;
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66 | texCoord.y *= -sign(texCoord.z);
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67 | texCoord += 0.5;
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68 |
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69 | vec4 texColor = texture2D(tex, texCoord.xy);
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70 | vec4 unlitColor = gl_Color * mix(basicColor, vec4(texColor.xyz, 1.0), texColor.w);
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71 | gl_FragColor = (ambient + diffuse * max(NdotL, 0.0)) * unlitColor +
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72 | M.specular * specular * pow(max(RdotL, 0.0), M.shininess);
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73 | }
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