e0d5221957
Change-Id: Iab0e7364d1f6b348d0e3033ea9304139f5bd6d0d Reviewed-on: http://codereview.qt.nokia.com/617 Reviewed-by: Qt Sanity Bot <qt_sanity_bot@ovi.com> Reviewed-by: David Boddie
71 lines
2.6 KiB
GLSL
71 lines
2.6 KiB
GLSL
/****************************************************************************
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**
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** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
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** All rights reserved.
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** Contact: Nokia Corporation (qt-info@nokia.com)
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**
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** This file is part of the demonstration applications of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:LGPL$
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** GNU Lesser General Public License Usage
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** This file may be used under the terms of the GNU Lesser General Public
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** License version 2.1 as published by the Free Software Foundation and
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** appearing in the file LICENSE.LGPL included in the packaging of this
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** file. Please review the following information to ensure the GNU Lesser
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** General Public License version 2.1 requirements will be met:
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** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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**
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** In addition, as a special exception, Nokia gives you certain additional
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** rights. These rights are described in the Nokia Qt LGPL Exception
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** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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**
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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 General
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** Public License version 3.0 as published by the Free Software Foundation
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** and appearing in the file LICENSE.GPL included in the packaging of this
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** file. Please review the following information to ensure the GNU General
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** Public License version 3.0 requirements will be met:
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** http://www.gnu.org/copyleft/gpl.html.
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**
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** Other Usage
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** Alternatively, this file may be used in accordance with the terms and
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** conditions contained in a signed written agreement between you and Nokia.
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**
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**
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**
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**
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**
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** $QT_END_LICENSE$
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**
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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 sampler3D noise;
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//const vec4 woodColors[2] = {vec4(0.37,0.24,0.20,1), vec4(0.8,0.6,0.4,1)};
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uniform vec4 woodColors[2];
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//const float woodTubulence = 0.1;
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uniform float woodTubulence;
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void main()
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{
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float r = length(gl_TexCoord[1].yz);
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r += woodTubulence * texture3D(noise, 0.25 * gl_TexCoord[1].xyz).x;
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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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float f = fract(16.0 * r);
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vec4 unlitColor = mix(woodColors[0], woodColors[1], min(1.25 * f, 5.0 - 5.0 * f));
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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);
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}
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