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Diffstat (limited to 'examples/sensors/cubehouse/lighting.vsh')
-rw-r--r-- | examples/sensors/cubehouse/lighting.vsh | 121 |
1 files changed, 0 insertions, 121 deletions
diff --git a/examples/sensors/cubehouse/lighting.vsh b/examples/sensors/cubehouse/lighting.vsh deleted file mode 100644 index cdbdf0f..0000000 --- a/examples/sensors/cubehouse/lighting.vsh +++ /dev/null @@ -1,121 +0,0 @@ -/**************************************************************************** -** -** 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; -} |