| /**************************************************************************** |
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| ** Copyright (C) 2016 The Qt Company Ltd. |
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| ** This file is part of the demonstration applications of the Qt Toolkit. |
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| |
| varying vec3 position, normal; |
| varying vec4 specular, ambient, diffuse, lightDirection; |
| |
| uniform sampler2D tex; |
| uniform samplerCube env; |
| uniform mat4 view; |
| |
| // Some arbitrary values |
| // Arrays don't work here on glsl < 120, apparently. |
| //const float coeffs[6] = float[6](1.0/4.0, 1.0/4.1, 1.0/4.2, 1.0/4.3, 1.0/4.4, 1.0/4.5); |
| float coeffs(int i) |
| { |
| return 1.0 / (3.0 + 0.1 * float(i)); |
| } |
| |
| void main() |
| { |
| vec3 N = normalize(normal); |
| vec3 I = -normalize(position); |
| mat3 V = mat3(view[0].xyz, view[1].xyz, view[2].xyz); |
| 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) * V).xyz; |
| } |
| vec4 refractedColor = 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); |
| |
| vec3 R = 2.0 * dot(-position, N) * N + position; |
| vec4 reflectedColor = textureCube(env, R * V); |
| |
| gl_FragColor = mix(refractedColor, reflectedColor, 0.4 + 0.6 * pow(1.0 - IdotN, 2.0)); |
| } |