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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;
+
+// Arrays don't work here on glsl < 120, apparently.
+//const float coeffs[6] = float[6](1.0/2.0, 1.0/2.1, 1.0/2.2, 1.0/2.3, 1.0/2.4, 1.0/2.5);
+float coeffs(int i)
+{
+ return 1.0 / (2.0 + 0.1 * float(i));
+}
+
+void main()
+{
+ vec3 N = normalize(normal);
+ vec3 I = -normalize(position);
+ 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) * mat3(view[0].xyz, view[1].xyz, view[2].xyz)).xyz;
+ }
+
+ gl_FragColor = 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);
+}