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-/****************************************************************************
-**
-** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
-** All rights reserved.
-** Contact: Nokia Corporation (qt-info@nokia.com)
-**
-** This file is part of the QtSensors module of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:BSD$
-** You may use this file under the terms of the BSD license as follows:
-**
-** "Redistribution and use in source and binary forms, with or without
-** modification, are permitted provided that the following conditions are
-** met:
-** * Redistributions of source code must retain the above copyright
-** notice, this list of conditions and the following disclaimer.
-** * Redistributions in binary form must reproduce the above copyright
-** notice, this list of conditions and the following disclaimer in
-** the documentation and/or other materials provided with the
-** distribution.
-** * Neither the name of Nokia Corporation and its Subsidiary(-ies) nor
-** the names of its contributors may be used to endorse or promote
-** products derived from this software without specific prior written
-** permission.
-**
-** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-// Algorithm from section 2.14.1 of OpenGL 2.1 specification.
-
-attribute highp vec4 vertex;
-attribute highp vec3 normal;
-attribute highp vec4 texcoord;
-uniform mediump mat4 matrix;
-uniform mediump mat4 modelView;
-uniform mediump mat3 normalMatrix;
-varying highp vec4 qTexCoord;
-
-uniform mediump vec4 scli; // Specular intensity of the light
-uniform mediump vec3 pli; // Position of the light
-uniform mediump float pliw; // 0 for directional, 1 for positional.
-uniform mediump vec4 acm; // Ambient color of the material
-uniform mediump vec4 dcm; // Diffuse color of the material
-uniform mediump vec4 scm; // Specular color of the material
-uniform mediump float srm; // Specular exponent of the material
-uniform mediump vec4 acs; // Light model's ambient color of the scene
-uniform bool viewerAtInfinity; // Light model indicates viewer at infinity
-
-varying mediump vec4 qColor;
-varying mediump vec4 qSecondaryColor;
-
-void qLightVertex(vec4 vertex, vec3 normal)
-{
- int i, material;
- vec3 toEye, toLight, h;
- float angle, spot, attenuation;
- vec4 color, scolor;
- vec4 adcomponent, scomponent;
-
- // Start with the material's emissive color and the ambient scene color.
- // ecm is assumed to be black.
- color = acm * acs;
- scolor = vec4(0, 0, 0, 0);
-
- // Vector from the vertex to the eye position (i.e. the origin).
- if (viewerAtInfinity)
- toEye = vec3(0, 0, 1);
- else
- toEye = normalize(-vertex.xyz);
-
- // Determine the cosine of the angle between the normal and the
- // vector from the vertex to the light.
- if (pliw == 0.0)
- toLight = normalize(pli);
- else
- toLight = normalize(pli - vertex.xyz);
- angle = max(dot(normal, toLight), 0.0);
-
- // Calculate the ambient and diffuse light components.
- // Assumptions: acli = (0, 0, 0, 1), dcli = (1, 1, 1, 1).
- adcomponent = acm * vec4(0, 0, 0, 1) + angle * dcm;
-
- // Calculate the specular light components.
- if (angle != 0.0) {
- h = normalize(toLight + toEye);
- angle = max(dot(normal, h), 0.0);
- scomponent = pow(angle, srm) * scm; // scli = (1, 1, 1, 1).
- } else {
- scomponent = vec4(0, 0, 0, 0);
- }
-
- // Add up the color components we computed.
- color += adcomponent;
- scolor += scomponent;
-
- // Generate the final output colors.
- float alpha = dcm.a;
- qColor = vec4(clamp(color.rgb, 0.0, 1.0), alpha);
- qSecondaryColor = clamp(scolor, 0.0, 1.0);
-}
-
-void main(void)
-{
- gl_Position = matrix * vertex;
- highp vec4 vertex = modelView * vertex;
- highp vec3 norm = normalize(normalMatrix * normal);
- qLightVertex(vertex, norm);
- qTexCoord = texcoord;
-}