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/****************************************************************************
**
** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
** All rights reserved.
** Contact: Nokia Corporation (qt-info@nokia.com)
**
** This file is part of the demonstration applications of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
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** accordance with the Qt Commercial License Agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
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**
** GNU Lesser General Public License Usage
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** General Public License version 2.1 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 2.1 requirements
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**
** In addition, as a special exception, Nokia gives you certain additional
** rights. These rights are described in the Nokia Qt LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
** GNU General Public License Usage
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** General Public License version 3.0 as published by the Free Software
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****************************************************************************/
varying vec3 position, normal;
varying vec4 specular, ambient, diffuse, lightDirection;
uniform sampler2D tex;
uniform samplerCube env;
uniform mat4 view;
// Some arbitrary values
// Arrays don't work here on glsl < 120, apparently.
//const float coeffs[6] = float[6](1.0/4.0, 1.0/4.1, 1.0/4.2, 1.0/4.3, 1.0/4.4, 1.0/4.5);
float coeffs(int i)
{
return 1.0 / (3.0 + 0.1 * float(i));
}
void main()
{
vec3 N = normalize(normal);
vec3 I = -normalize(position);
mat3 V = mat3(view[0].xyz, view[1].xyz, view[2].xyz);
float IdotN = dot(I, N);
float scales[6];
vec3 C[6];
for (int i = 0; i < 6; ++i) {
scales[i] = (IdotN - sqrt(1.0 - coeffs(i) + coeffs(i) * (IdotN * IdotN)));
C[i] = textureCube(env, (-I + coeffs(i) * N) * V).xyz;
}
vec4 refractedColor = 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,
C[3].z + 2.0*C[4].z + C[5].z, 4.0);
vec3 R = 2.0 * dot(-position, N) * N + position;
vec4 reflectedColor = textureCube(env, R * V);
gl_FragColor = mix(refractedColor, reflectedColor, 0.4 + 0.6 * pow(1.0 - IdotN, 2.0));
}