5635823e17
As in the past, to avoid rewriting various autotests that contain line-number information, an extra blank line has been inserted at the end of the license text to ensure that this commit does not change the total number of lines in the license header. Change-Id: I311e001373776812699d6efc045b5f742890c689 Reviewed-by: Rohan McGovern <rohan.mcgovern@nokia.com>
67 lines
2.5 KiB
GLSL
67 lines
2.5 KiB
GLSL
/****************************************************************************
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**
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** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
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** Contact: http://www.qt-project.org/
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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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** $QT_BEGIN_LICENSE:LGPL$
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** GNU Lesser General Public License Usage
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** This file may be used under the terms of the GNU Lesser General Public
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** License version 2.1 as published by the Free Software Foundation and
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** appearing in the file LICENSE.LGPL included in the packaging of this
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** file. Please review the following information to ensure the GNU Lesser
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** General Public License version 2.1 requirements will be met:
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** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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**
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** In addition, as a special exception, Nokia gives you certain additional
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** rights. These rights are described in the Nokia Qt LGPL Exception
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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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** GNU General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU General
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** Public License version 3.0 as published by the Free Software Foundation
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** and appearing in the file LICENSE.GPL included in the packaging of this
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** file. Please review the following information to ensure the GNU General
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** Public License version 3.0 requirements will be met:
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** http://www.gnu.org/copyleft/gpl.html.
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**
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** Other Usage
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** Alternatively, this file may be used in accordance with the terms and
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** conditions contained in a signed written agreement between you and Nokia.
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**
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**
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**
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**
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**
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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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void main()
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{
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vec3 N = normalize(normal);
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gl_MaterialParameters M = gl_FrontMaterial;
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// assume directional light
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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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float r1 = length(fract(7.0 * gl_TexCoord[1].xyz) - 0.5);
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float r2 = length(fract(5.0 * gl_TexCoord[1].xyz + 0.2) - 0.5);
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float r3 = length(fract(11.0 * gl_TexCoord[1].xyz + 0.7) - 0.5);
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vec4 rs = vec4(r1, r2, r3, 0.0);
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vec4 unlitColor = gl_Color * (0.8 - clamp(10.0 * (0.4 - rs), 0.0, 0.2));
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unlitColor.w = 1.0;
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gl_FragColor = (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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}
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