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/****************************************************************************
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** Copyright (C) 2012 Digia Plc and/or its subsidiary(-ies).
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** Contact: http://www.qt-project.org/legal
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** This file is part of the demonstration applications of the Qt Toolkit.
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** $QT_BEGIN_LICENSE:LGPL$
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and Digia. For licensing terms and
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** conditions see http://qt.digia.com/licensing. For further information
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** use the contact form at http://qt.digia.com/contact-us.
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** GNU Lesser General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU Lesser
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** General Public License version 2.1 as published by the Free Software
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** Foundation and appearing in the file LICENSE.LGPL included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU Lesser General Public License version 2.1 requirements
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** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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** In addition, as a special exception, Digia gives you certain additional
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** rights. These rights are described in the Digia Qt LGPL Exception
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** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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** GNU General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU
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** General Public License version 3.0 as published by the Free Software
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** Foundation and appearing in the file LICENSE.GPL included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU General Public License version 3.0 requirements will be
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** met: http://www.gnu.org/copyleft/gpl.html.
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****************************************************************************/
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varying vec3 position, normal;
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varying vec4 specular, ambient, diffuse, lightDirection;
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uniform sampler2D tex;
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uniform vec4 basicColor;
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vec3 N = normalize(normal);
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// assume directional light
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gl_MaterialParameters M = gl_FrontMaterial;
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float NdotL = dot(N, lightDirection.xyz);
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float RdotL = dot(reflect(normalize(position), N), lightDirection.xyz);
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vec3 absN = abs(gl_TexCoord[1].xyz);
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if (absN.x > absN.y && absN.x > absN.z)
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texCoord = gl_TexCoord[1].yzx;
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else if (absN.y > absN.z)
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texCoord = gl_TexCoord[1].zxy;
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texCoord = gl_TexCoord[1].xyz;
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texCoord.y *= -sign(texCoord.z);
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vec4 texColor = texture2D(tex, texCoord.xy);
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vec4 unlitColor = gl_Color * mix(basicColor, vec4(texColor.xyz, 1.0), texColor.w);
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gl_FragColor = (ambient + diffuse * max(NdotL, 0.0)) * unlitColor +
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M.specular * specular * pow(max(RdotL, 0.0), M.shininess);