qt5base-lts/examples/graphicsview/boxes/basic.vsh

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/****************************************************************************
**
** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/
**
** This file is part of the demonstration applications of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** GNU Lesser General Public License Usage
** 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.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU General
** Public License version 3.0 as published by the Free Software Foundation
** and appearing in the file LICENSE.GPL included in the packaging of this
** file. Please review the following information to ensure the GNU General
** Public License version 3.0 requirements will be met:
** http://www.gnu.org/copyleft/gpl.html.
**
** Other Usage
** Alternatively, this file may be used in accordance with the terms and
** conditions contained in a signed written agreement between you and Nokia.
**
**
**
**
**
**
** $QT_END_LICENSE$
**
****************************************************************************/
varying vec3 position, normal;
varying vec4 specular, ambient, diffuse, lightDirection;
uniform mat4 view;
void main()
{
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_TexCoord[1] = gl_Vertex;
specular = gl_LightSource[0].specular;
ambient = gl_LightSource[0].ambient;
diffuse = gl_LightSource[0].diffuse;
lightDirection = view * gl_LightSource[0].position;
normal = gl_NormalMatrix * gl_Normal;
position = (gl_ModelViewMatrix * gl_Vertex).xyz;
gl_FrontColor = gl_Color;
gl_Position = ftransform();
}