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 sampler2D tex;
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uniform samplerCube env;
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uniform mat4 view;
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uniform vec4 basicColor;
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void main()
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{
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vec3 N = normalize(normal);
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// assume directional light
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gl_MaterialParameters M = gl_FrontMaterial;
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float NdotL = dot(N, lightDirection.xyz);
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float RdotL = dot(reflect(normalize(position), N), lightDirection.xyz);
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vec3 absN = abs(gl_TexCoord[1].xyz);
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vec3 texCoord;
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if (absN.x > absN.y && absN.x > absN.z)
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texCoord = gl_TexCoord[1].yzx;
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else if (absN.y > absN.z)
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texCoord = gl_TexCoord[1].zxy;
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else
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texCoord = gl_TexCoord[1].xyz;
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texCoord.y *= -sign(texCoord.z);
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texCoord += 0.5;
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vec4 texColor = texture2D(tex, texCoord.xy);
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vec4 unlitColor = gl_Color * mix(basicColor, vec4(texColor.xyz, 1.0), texColor.w);
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vec4 litColor = (ambient + diffuse * max(NdotL, 0.0)) * unlitColor +
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M.specular * specular * pow(max(RdotL, 0.0), M.shininess);
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vec3 R = 2.0 * dot(-position, N) * N + position;
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vec4 reflectedColor = textureCube(env, R * mat3(view[0].xyz, view[1].xyz, view[2].xyz));
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gl_FragColor = mix(litColor, reflectedColor, 0.2 + 0.8 * pow(1.0 + dot(N, normalize(position)), 2.0));
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}
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