cb95fff1c7
Change-Id: Ibebe1318d1c2de97601aa07269705c87737083ee Reviewed-by: Oswald Buddenhagen <oswald.buddenhagen@theqtcompany.com>
59 lines
2.4 KiB
GLSL
59 lines
2.4 KiB
GLSL
/****************************************************************************
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**
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** Copyright (C) 2015 The Qt Company Ltd.
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** Contact: http://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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** $QT_BEGIN_LICENSE:LGPL21$
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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 http://www.qt.io/terms-conditions. For further
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** information use the contact form at http://www.qt.io/contact-us.
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**
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** GNU Lesser General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU Lesser
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** General Public License version 2.1 or version 3 as published by the Free
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** Software Foundation and appearing in the file LICENSE.LGPLv21 and
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** LICENSE.LGPLv3 included in the packaging of this file. Please review the
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** following information to ensure the GNU Lesser General Public License
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** requirements will be met: https://www.gnu.org/licenses/lgpl.html and
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** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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** As a special exception, The Qt Company gives you certain additional
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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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