1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
|
/****************************************************************************
**
** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
** Contact: Nokia Corporation (qt-info@nokia.com)
**
** This file is part of the demonstration applications of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** No Commercial Usage
** This file contains pre-release code and may not be distributed.
** You may use this file in accordance with the terms and conditions
** contained in the either Technology Preview License Agreement or the
** Beta Release License Agreement.
**
** 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 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 2.1 requirements
** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
** In addition, as a special exception, Nokia gives you certain
** additional rights. These rights are described in the Nokia Qt LGPL
** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this
** package.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3.0 as published by the Free Software
** Foundation and appearing in the file LICENSE.GPL included in the
** packaging of this file. Please review the following information to
** ensure the GNU General Public License version 3.0 requirements will be
** met: http://www.gnu.org/copyleft/gpl.html.
**
** If you are unsure which license is appropriate for your use, please
** contact the sales department at http://www.qtsoftware.com/contact.
** $QT_END_LICENSE$
**
****************************************************************************/
varying vec3 position, normal;
varying vec4 specular, ambient, diffuse, lightDirection;
uniform sampler2D tex;
uniform sampler3D noise;
//const vec4 marbleColors[2] = {vec4(0.9, 0.9, 0.9, 1), vec4(0.6, 0.5, 0.5, 1)};
uniform vec4 marbleColors[2];
void main()
{
float turbulence = 0.0;
float scale = 1.0;
for (int i = 0; i < 4; ++i) {
turbulence += scale * (texture3D(noise, 0.125 * gl_TexCoord[1].xyz / scale).x - 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(marbleColors[0], marbleColors[1], exp(-4.0 * abs(turbulence)));
gl_FragColor = (ambient + diffuse * max(NdotL, 0.0)) * unlitColor +
M.specular * specular * pow(max(RdotL, 0.0), M.shininess);
}
|