cb95fff1c7
Change-Id: Ibebe1318d1c2de97601aa07269705c87737083ee Reviewed-by: Oswald Buddenhagen <oswald.buddenhagen@theqtcompany.com>
72 lines
2.8 KiB
GLSL
72 lines
2.8 KiB
GLSL
/****************************************************************************
|
|
**
|
|
** Copyright (C) 2015 The Qt Company Ltd.
|
|
** Contact: http://www.qt.io/licensing/
|
|
**
|
|
** This file is part of the demonstration applications of the Qt Toolkit.
|
|
**
|
|
** $QT_BEGIN_LICENSE:LGPL21$
|
|
** Commercial License Usage
|
|
** Licensees holding valid commercial Qt licenses may use this file in
|
|
** accordance with the commercial license agreement provided with the
|
|
** Software or, alternatively, in accordance with the terms contained in
|
|
** a written agreement between you and The Qt Company. For licensing terms
|
|
** and conditions see http://www.qt.io/terms-conditions. For further
|
|
** information use the contact form at http://www.qt.io/contact-us.
|
|
**
|
|
** GNU Lesser General Public License Usage
|
|
** Alternatively, this file may be used under the terms of the GNU Lesser
|
|
** General Public License version 2.1 or version 3 as published by the Free
|
|
** Software Foundation and appearing in the file LICENSE.LGPLv21 and
|
|
** LICENSE.LGPLv3 included in the packaging of this file. Please review the
|
|
** following information to ensure the GNU Lesser General Public License
|
|
** requirements will be met: https://www.gnu.org/licenses/lgpl.html and
|
|
** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
|
|
**
|
|
** As a special exception, The Qt Company gives you certain additional
|
|
** rights. These rights are described in The Qt Company LGPL Exception
|
|
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
|
|
**
|
|
** $QT_END_LICENSE$
|
|
**
|
|
****************************************************************************/
|
|
|
|
varying vec3 position, normal;
|
|
varying vec4 specular, ambient, diffuse, lightDirection;
|
|
|
|
uniform sampler2D tex;
|
|
uniform samplerCube env;
|
|
uniform mat4 view;
|
|
uniform vec4 basicColor;
|
|
|
|
void main()
|
|
{
|
|
vec3 N = normalize(normal);
|
|
// assume directional light
|
|
|
|
gl_MaterialParameters M = gl_FrontMaterial;
|
|
|
|
float NdotL = dot(N, lightDirection.xyz);
|
|
float RdotL = dot(reflect(normalize(position), N), lightDirection.xyz);
|
|
|
|
vec3 absN = abs(gl_TexCoord[1].xyz);
|
|
vec3 texCoord;
|
|
if (absN.x > absN.y && absN.x > absN.z)
|
|
texCoord = gl_TexCoord[1].yzx;
|
|
else if (absN.y > absN.z)
|
|
texCoord = gl_TexCoord[1].zxy;
|
|
else
|
|
texCoord = gl_TexCoord[1].xyz;
|
|
texCoord.y *= -sign(texCoord.z);
|
|
texCoord += 0.5;
|
|
|
|
vec4 texColor = texture2D(tex, texCoord.xy);
|
|
vec4 unlitColor = gl_Color * mix(basicColor, vec4(texColor.xyz, 1.0), texColor.w);
|
|
vec4 litColor = (ambient + diffuse * max(NdotL, 0.0)) * unlitColor +
|
|
M.specular * specular * pow(max(RdotL, 0.0), M.shininess);
|
|
|
|
vec3 R = 2.0 * dot(-position, N) * N + position;
|
|
vec4 reflectedColor = textureCube(env, R * mat3(view[0].xyz, view[1].xyz, view[2].xyz));
|
|
gl_FragColor = mix(litColor, reflectedColor, 0.2 + 0.8 * pow(1.0 + dot(N, normalize(position)), 2.0));
|
|
}
|