48e0c4df23
Change-Id: Ic804938fc352291d011800d21e549c10acac66fb Reviewed-by: Lars Knoll <lars.knoll@digia.com>
77 lines
3.0 KiB
GLSL
77 lines
3.0 KiB
GLSL
/****************************************************************************
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**
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** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
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** Contact: http://www.qt-project.org/legal
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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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** 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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**
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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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**
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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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**
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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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**
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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 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)};
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uniform vec4 graniteColors[3];
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float steep(float x)
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{
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return clamp(5.0 * x - 2.0, 0.0, 1.0);
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}
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void main()
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{
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vec2 turbulence = vec2(0, 0);
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float scale = 1.0;
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for (int i = 0; i < 4; ++i) {
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turbulence += scale * (texture3D(noise, gl_TexCoord[1].xyz / scale).xy - 0.5);
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scale *= 0.5;
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}
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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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vec4 unlitColor = mix(graniteColors[1], mix(graniteColors[0], graniteColors[2], steep(0.5 + turbulence.y)), 4.0 * abs(turbulence.x));
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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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