qt5base-lts/demos/boxes/basic.fsh
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Branched from the monolithic repo, Qt master branch, at commit
896db169ea224deb96c59ce8af800d019de63f12
2011-04-27 12:05:43 +02:00

74 lines
2.4 KiB
GLSL

/****************************************************************************
**
** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
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** This file is part of the demonstration applications of the Qt Toolkit.
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varying vec3 position, normal;
varying vec4 specular, ambient, diffuse, lightDirection;
uniform sampler2D tex;
uniform vec4 basicColor;
void main()
{
vec3 N = normalize(normal);
// assume directional light
gl_MaterialParameters M = gl_FrontMaterial;
float NdotL = dot(N, lightDirection.xyz);
float RdotL = dot(reflect(normalize(position), N), lightDirection.xyz);
vec3 absN = abs(gl_TexCoord[1].xyz);
vec3 texCoord;
if (absN.x > absN.y && absN.x > absN.z)
texCoord = gl_TexCoord[1].yzx;
else if (absN.y > absN.z)
texCoord = gl_TexCoord[1].zxy;
else
texCoord = gl_TexCoord[1].xyz;
texCoord.y *= -sign(texCoord.z);
texCoord += 0.5;
vec4 texColor = texture2D(tex, texCoord.xy);
vec4 unlitColor = gl_Color * mix(basicColor, vec4(texColor.xyz, 1.0), texColor.w);
gl_FragColor = (ambient + diffuse * max(NdotL, 0.0)) * unlitColor +
M.specular * specular * pow(max(RdotL, 0.0), M.shininess);
}