ad38ece3c8
From Qt 5.7 -> examples are lisenced under BSD license, see http://blog.qt.io/blog/2016/01/13/new-agreement-with-the-kde-free-qt-foundation/ Updated license headers to use new BSD header instead of LGPL21 one (in those files which will be under BSD) Change-Id: I3ad61caaf07802eb9da7d29eca3fe49d8a51b6a8 Reviewed-by: Frederik Gladhorn <frederik.gladhorn@theqtcompany.com> Reviewed-by: Lars Knoll <lars.knoll@theqtcompany.com>
76 lines
3.3 KiB
GLSL
76 lines
3.3 KiB
GLSL
/****************************************************************************
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**
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** Copyright (C) 2016 The Qt Company Ltd.
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** Contact: https://www.qt.io/licensing/
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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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** $QT_BEGIN_LICENSE:BSD$
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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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** a written agreement between you and The Qt Company. For licensing terms
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** and conditions see https://www.qt.io/terms-conditions. For further
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** information use the contact form at https://www.qt.io/contact-us.
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**
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** BSD License Usage
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** Alternatively, you may use this file under the terms of the BSD license
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** as follows:
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**
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** "Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions are
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** met:
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** * Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** * Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in
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** the documentation and/or other materials provided with the
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** distribution.
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** * Neither the name of The Qt Company Ltd nor the names of its
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** contributors may be used to endorse or promote products derived
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** from this software without specific prior written permission.
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**
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**
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** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
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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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