diff -r 000000000000 -r 1918ee327afb demos/boxes/granite.fsh --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/demos/boxes/granite.fsh Mon Jan 11 14:00:40 2010 +0000 @@ -0,0 +1,76 @@ +/**************************************************************************** +** +** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies). +** All rights reserved. +** 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 Technology Preview License Agreement accompanying +** this package. +** +** 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 1.1, included in the file LGPL_EXCEPTION.txt in this package. +** +** If you have questions regarding the use of this file, please contact +** Nokia at qt-info@nokia.com. +** +** +** +** +** +** +** +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +varying vec3 position, normal; +varying vec4 specular, ambient, diffuse, lightDirection; + +uniform sampler2D tex; +uniform sampler3D noise; + +//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)}; +uniform vec4 graniteColors[3]; + +float steep(float x) +{ + return clamp(5.0 * x - 2.0, 0.0, 1.0); +} + +void main() +{ + vec2 turbulence = vec2(0, 0); + float scale = 1.0; + for (int i = 0; i < 4; ++i) { + turbulence += scale * (texture3D(noise, gl_TexCoord[1].xyz / scale).xy - 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(graniteColors[1], mix(graniteColors[0], graniteColors[2], steep(0.5 + turbulence.y)), 4.0 * abs(turbulence.x)); + gl_FragColor = (ambient + diffuse * max(NdotL, 0.0)) * unlitColor + + M.specular * specular * pow(max(RdotL, 0.0), M.shininess); +}