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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 demonstration applications of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** GNU Lesser General Public License Usage
** 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 1.1, 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.
**
** Other Usage
** Alternatively, this file may be used in accordance with the terms and
** conditions contained in a signed written agreement between you and Nokia.
**
**
**
**
**
** $QT_END_LICENSE$
**
****************************************************************************/

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));
}