f9f395c28b
Updated version of LGPL and FDL licenseheaders. Apply release phase licenseheaders for all source files. Reviewed-by: Trust Me
62 lines
2.2 KiB
GLSL
62 lines
2.2 KiB
GLSL
/****************************************************************************
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**
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** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
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** All rights reserved.
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** Contact: Nokia Corporation (qt-info@nokia.com)
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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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** $QT_END_LICENSE$
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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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