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+ −
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);+ −
}+ −