qt5base-lts/demos/boxes/dotted.fsh

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/****************************************************************************
**
** Copyright (C) 2011 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.
**
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**
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** $QT_END_LICENSE$
**
****************************************************************************/
varying vec3 position, normal;
varying vec4 specular, ambient, diffuse, lightDirection;
uniform sampler2D tex;
void main()
{
vec3 N = normalize(normal);
gl_MaterialParameters M = gl_FrontMaterial;
// assume directional light
float NdotL = dot(N, lightDirection.xyz);
float RdotL = dot(reflect(normalize(position), N), lightDirection.xyz);
float r1 = length(fract(7.0 * gl_TexCoord[1].xyz) - 0.5);
float r2 = length(fract(5.0 * gl_TexCoord[1].xyz + 0.2) - 0.5);
float r3 = length(fract(11.0 * gl_TexCoord[1].xyz + 0.7) - 0.5);
vec4 rs = vec4(r1, r2, r3, 0.0);
vec4 unlitColor = gl_Color * (0.8 - clamp(10.0 * (0.4 - rs), 0.0, 0.2));
unlitColor.w = 1.0;
gl_FragColor = (ambient + diffuse * max(NdotL, 0.0)) * unlitColor +
M.specular * specular * pow(max(RdotL, 0.0), M.shininess);
}