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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;

// 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);
}