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