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+/****************************************************************************
+**
+** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
+** Contact: Qt Software Information (qt-info@nokia.com)
+**
+** This file is part of the demonstration applications of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** No Commercial Usage
+** This file contains pre-release code and may not be distributed.
+** You may use this file in accordance with the terms and conditions
+** contained in the either Technology Preview License Agreement or the
+** Beta Release License Agreement.
+**
+** 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 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
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Nokia gives you certain
+** additional rights. These rights are described in the Nokia Qt LGPL
+** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this
+** package.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3.0 as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 3.0 requirements will be
+** met: http://www.gnu.org/copyleft/gpl.html.
+**
+** If you are unsure which license is appropriate for your use, please
+** contact the sales department at qt-sales@nokia.com.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+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));
+}