cb95fff1c7
Change-Id: Ibebe1318d1c2de97601aa07269705c87737083ee Reviewed-by: Oswald Buddenhagen <oswald.buddenhagen@theqtcompany.com>
69 lines
2.6 KiB
GLSL
69 lines
2.6 KiB
GLSL
/****************************************************************************
|
|
**
|
|
** Copyright (C) 2015 The Qt Company Ltd.
|
|
** Contact: http://www.qt.io/licensing/
|
|
**
|
|
** This file is part of the demonstration applications of the Qt Toolkit.
|
|
**
|
|
** $QT_BEGIN_LICENSE:LGPL21$
|
|
** Commercial License Usage
|
|
** Licensees holding valid commercial Qt licenses may use this file in
|
|
** accordance with the commercial license agreement provided with the
|
|
** Software or, alternatively, in accordance with the terms contained in
|
|
** a written agreement between you and The Qt Company. For licensing terms
|
|
** and conditions see http://www.qt.io/terms-conditions. For further
|
|
** information use the contact form at http://www.qt.io/contact-us.
|
|
**
|
|
** 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 or version 3 as published by the Free
|
|
** Software Foundation and appearing in the file LICENSE.LGPLv21 and
|
|
** LICENSE.LGPLv3 included in the packaging of this file. Please review the
|
|
** following information to ensure the GNU Lesser General Public License
|
|
** requirements will be met: https://www.gnu.org/licenses/lgpl.html and
|
|
** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
|
|
**
|
|
** As a special exception, The Qt Company gives you certain additional
|
|
** rights. These rights are described in The Qt Company LGPL Exception
|
|
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
|
|
**
|
|
** $QT_END_LICENSE$
|
|
**
|
|
****************************************************************************/
|
|
|
|
varying vec3 position, normal;
|
|
varying vec4 specular, ambient, diffuse, lightDirection;
|
|
|
|
uniform sampler2D tex;
|
|
uniform sampler3D noise;
|
|
|
|
//const vec4 graniteColors[3] = {vec4(0.0, 0.0, 0.0, 1), vec4(0.30, 0.15, 0.10, 1), vec4(0.80, 0.70, 0.75, 1)};
|
|
uniform vec4 graniteColors[3];
|
|
|
|
float steep(float x)
|
|
{
|
|
return clamp(5.0 * x - 2.0, 0.0, 1.0);
|
|
}
|
|
|
|
void main()
|
|
{
|
|
vec2 turbulence = vec2(0, 0);
|
|
float scale = 1.0;
|
|
for (int i = 0; i < 4; ++i) {
|
|
turbulence += scale * (texture3D(noise, gl_TexCoord[1].xyz / scale).xy - 0.5);
|
|
scale *= 0.5;
|
|
}
|
|
|
|
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);
|
|
|
|
vec4 unlitColor = mix(graniteColors[1], mix(graniteColors[0], graniteColors[2], steep(0.5 + turbulence.y)), 4.0 * abs(turbulence.x));
|
|
gl_FragColor = (ambient + diffuse * max(NdotL, 0.0)) * unlitColor +
|
|
M.specular * specular * pow(max(RdotL, 0.0), M.shininess);
|
|
}
|