| /**************************************************************************** |
| ** |
| ** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies). |
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| ** This file is part of the demonstration applications of the Qt Toolkit. |
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| ** GNU General Public License Usage |
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| |
| varying vec3 position, normal; |
| varying vec4 specular, ambient, diffuse, lightDirection; |
| |
| uniform sampler2D tex; |
| |
| void main() |
| { |
| vec3 N = normalize(normal); |
| |
| gl_MaterialParameters M = gl_FrontMaterial; |
| |
| // assume directional light |
| float NdotL = dot(N, lightDirection.xyz); |
| float RdotL = dot(reflect(normalize(position), N), lightDirection.xyz); |
| |
| float r1 = length(fract(7.0 * gl_TexCoord[1].xyz) - 0.5); |
| float r2 = length(fract(5.0 * gl_TexCoord[1].xyz + 0.2) - 0.5); |
| float r3 = length(fract(11.0 * gl_TexCoord[1].xyz + 0.7) - 0.5); |
| vec4 rs = vec4(r1, r2, r3, 0.0); |
| |
| vec4 unlitColor = gl_Color * (0.8 - clamp(10.0 * (0.4 - rs), 0.0, 0.2)); |
| unlitColor.w = 1.0; |
| gl_FragColor = (ambient + diffuse * max(NdotL, 0.0)) * unlitColor + |
| M.specular * specular * pow(max(RdotL, 0.0), M.shininess); |
| } |