f9f395c28b
Updated version of LGPL and FDL licenseheaders. Apply release phase licenseheaders for all source files. Reviewed-by: Trust Me
71 lines
2.6 KiB
GLSL
71 lines
2.6 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 sampler2D tex;
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uniform samplerCube env;
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uniform mat4 view;
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// Arrays don't work here on glsl < 120, apparently.
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//const float coeffs[6] = float[6](1.0/2.0, 1.0/2.1, 1.0/2.2, 1.0/2.3, 1.0/2.4, 1.0/2.5);
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float coeffs(int i)
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{
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return 1.0 / (2.0 + 0.1 * float(i));
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}
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void main()
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{
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vec3 N = normalize(normal);
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vec3 I = -normalize(position);
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float IdotN = dot(I, N);
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float scales[6];
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vec3 C[6];
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for (int i = 0; i < 6; ++i) {
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scales[i] = (IdotN - sqrt(1.0 - coeffs(i) + coeffs(i) * (IdotN * IdotN)));
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C[i] = textureCube(env, (-I + coeffs(i) * N) * mat3(view[0].xyz, view[1].xyz, view[2].xyz)).xyz;
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}
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gl_FragColor = 0.25 * vec4(C[5].x + 2.0*C[0].x + C[1].x, C[1].y + 2.0*C[2].y + C[3].y,
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C[3].z + 2.0*C[4].z + C[5].z, 4.0);
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}
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