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1 /**************************************************************************** |
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2 ** |
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3 ** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies). |
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4 ** All rights reserved. |
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5 ** Contact: Nokia Corporation (qt-info@nokia.com) |
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6 ** |
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7 ** This file is part of the demonstration applications of the Qt Toolkit. |
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8 ** |
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9 ** $QT_BEGIN_LICENSE:LGPL$ |
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10 ** No Commercial Usage |
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11 ** This file contains pre-release code and may not be distributed. |
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12 ** You may use this file in accordance with the terms and conditions |
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13 ** contained in the Technology Preview License Agreement accompanying |
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14 ** this package. |
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15 ** |
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16 ** GNU Lesser General Public License Usage |
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17 ** Alternatively, this file may be used under the terms of the GNU Lesser |
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18 ** General Public License version 2.1 as published by the Free Software |
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19 ** Foundation and appearing in the file LICENSE.LGPL included in the |
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20 ** packaging of this file. Please review the following information to |
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21 ** ensure the GNU Lesser General Public License version 2.1 requirements |
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22 ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. |
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23 ** |
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24 ** In addition, as a special exception, Nokia gives you certain additional |
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25 ** rights. These rights are described in the Nokia Qt LGPL Exception |
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26 ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. |
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27 ** |
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28 ** If you have questions regarding the use of this file, please contact |
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29 ** Nokia at qt-info@nokia.com. |
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30 ** |
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31 ** |
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32 ** |
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33 ** |
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34 ** |
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35 ** |
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36 ** |
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37 ** |
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38 ** $QT_END_LICENSE$ |
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39 ** |
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40 ****************************************************************************/ |
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41 |
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42 varying vec3 position, normal; |
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43 varying vec4 specular, ambient, diffuse, lightDirection; |
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44 |
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45 uniform sampler2D tex; |
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46 uniform sampler3D noise; |
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47 |
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48 //const vec4 marbleColors[2] = {vec4(0.9, 0.9, 0.9, 1), vec4(0.6, 0.5, 0.5, 1)}; |
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49 uniform vec4 marbleColors[2]; |
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50 |
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51 void main() |
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52 { |
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53 float turbulence = 0.0; |
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54 float scale = 1.0; |
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55 for (int i = 0; i < 4; ++i) { |
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56 turbulence += scale * (texture3D(noise, 0.125 * gl_TexCoord[1].xyz / scale).x - 0.5); |
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57 scale *= 0.5; |
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58 } |
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59 |
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60 vec3 N = normalize(normal); |
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61 // assume directional light |
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62 |
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63 gl_MaterialParameters M = gl_FrontMaterial; |
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64 |
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65 float NdotL = dot(N, lightDirection.xyz); |
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66 float RdotL = dot(reflect(normalize(position), N), lightDirection.xyz); |
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67 |
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68 vec4 unlitColor = mix(marbleColors[0], marbleColors[1], exp(-4.0 * abs(turbulence))); |
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69 gl_FragColor = (ambient + diffuse * max(NdotL, 0.0)) * unlitColor + |
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70 M.specular * specular * pow(max(RdotL, 0.0), M.shininess); |
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71 } |