2011-04-27 10:05:43 +00:00
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/****************************************************************************
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**
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2015-02-16 09:44:46 +00:00
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** Copyright (C) 2015 The Qt Company Ltd.
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2015-01-28 08:44:43 +00:00
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** Contact: http://www.qt.io/licensing/
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2011-04-27 10:05:43 +00:00
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**
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** This file is part of the demonstration applications of the Qt Toolkit.
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**
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2015-01-28 08:44:43 +00:00
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** $QT_BEGIN_LICENSE:LGPL21$
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2012-09-19 12:28:29 +00:00
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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2015-01-28 08:44:43 +00:00
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** a written agreement between you and The Qt Company. For licensing terms
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** and conditions see http://www.qt.io/terms-conditions. For further
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** information use the contact form at http://www.qt.io/contact-us.
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2012-09-19 12:28:29 +00:00
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**
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2011-04-27 10:05:43 +00:00
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** GNU Lesser General Public License Usage
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2012-09-19 12:28:29 +00:00
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** Alternatively, this file may be used under the terms of the GNU Lesser
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2015-01-28 08:44:43 +00:00
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** General Public License version 2.1 or version 3 as published by the Free
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** Software Foundation and appearing in the file LICENSE.LGPLv21 and
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** LICENSE.LGPLv3 included in the packaging of this file. Please review the
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** following information to ensure the GNU Lesser General Public License
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** requirements will be met: https://www.gnu.org/licenses/lgpl.html and
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** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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**
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** As a special exception, The Qt Company gives you certain additional
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** rights. These rights are described in The Qt Company LGPL Exception
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2011-04-27 10:05:43 +00:00
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** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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varying vec3 position, normal;
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varying vec4 specular, ambient, diffuse, lightDirection;
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uniform mat4 view;
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void main()
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{
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gl_TexCoord[0] = gl_MultiTexCoord0;
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gl_TexCoord[1] = gl_Vertex;
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specular = gl_LightSource[0].specular;
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ambient = gl_LightSource[0].ambient;
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diffuse = gl_LightSource[0].diffuse;
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lightDirection = view * gl_LightSource[0].position;
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normal = gl_NormalMatrix * gl_Normal;
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position = (gl_ModelViewMatrix * gl_Vertex).xyz;
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gl_FrontColor = gl_Color;
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gl_Position = ftransform();
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}
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