1/**************************************************************************** 2** 3** Copyright (C) 2015 The Qt Company Ltd. 4** Contact: http://www.qt.io/licensing/ 5** 6** This file is part of the demonstration applications of the Qt Toolkit. 7** 8** $QT_BEGIN_LICENSE:LGPL$ 9** Commercial License Usage 10** Licensees holding valid commercial Qt licenses may use this file in 11** accordance with the commercial license agreement provided with the 12** Software or, alternatively, in accordance with the terms contained in 13** a written agreement between you and The Qt Company. For licensing terms 14** and conditions see http://www.qt.io/terms-conditions. For further 15** information use the contact form at http://www.qt.io/contact-us. 16** 17** GNU Lesser General Public License Usage 18** Alternatively, this file may be used under the terms of the GNU Lesser 19** General Public License version 2.1 or version 3 as published by the Free 20** Software Foundation and appearing in the file LICENSE.LGPLv21 and 21** LICENSE.LGPLv3 included in the packaging of this file. Please review the 22** following information to ensure the GNU Lesser General Public License 23** requirements will be met: https://www.gnu.org/licenses/lgpl.html and 24** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. 25** 26** As a special exception, The Qt Company gives you certain additional 27** rights. These rights are described in The Qt Company LGPL Exception 28** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. 29** 30** GNU General Public License Usage 31** Alternatively, this file may be used under the terms of the GNU 32** General Public License version 3.0 as published by the Free Software 33** Foundation and appearing in the file LICENSE.GPL included in the 34** packaging of this file. Please review the following information to 35** ensure the GNU General Public License version 3.0 requirements will be 36** met: http://www.gnu.org/copyleft/gpl.html. 37** 38** $QT_END_LICENSE$ 39** 40****************************************************************************/ 41 42varying vec3 position, normal; 43varying vec4 specular, ambient, diffuse, lightDirection; 44 45uniform sampler2D tex; 46uniform samplerCube env; 47uniform mat4 view; 48uniform vec4 basicColor; 49 50void main() 51{ 52 vec3 N = normalize(normal); 53 // assume directional light 54 55 gl_MaterialParameters M = gl_FrontMaterial; 56 57 float NdotL = dot(N, lightDirection.xyz); 58 float RdotL = dot(reflect(normalize(position), N), lightDirection.xyz); 59 60 vec3 absN = abs(gl_TexCoord[1].xyz); 61 vec3 texCoord; 62 if (absN.x > absN.y && absN.x > absN.z) 63 texCoord = gl_TexCoord[1].yzx; 64 else if (absN.y > absN.z) 65 texCoord = gl_TexCoord[1].zxy; 66 else 67 texCoord = gl_TexCoord[1].xyz; 68 texCoord.y *= -sign(texCoord.z); 69 texCoord += 0.5; 70 71 vec4 texColor = texture2D(tex, texCoord.xy); 72 vec4 unlitColor = gl_Color * mix(basicColor, vec4(texColor.xyz, 1.0), texColor.w); 73 vec4 litColor = (ambient + diffuse * max(NdotL, 0.0)) * unlitColor + 74 M.specular * specular * pow(max(RdotL, 0.0), M.shininess); 75 76 vec3 R = 2.0 * dot(-position, N) * N + position; 77 vec4 reflectedColor = textureCube(env, R * mat3(view[0].xyz, view[1].xyz, view[2].xyz)); 78 gl_FragColor = mix(litColor, reflectedColor, 0.2 + 0.8 * pow(1.0 + dot(N, normalize(position)), 2.0)); 79} 80