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+/****************************************************************************
+**
+** Copyright (C) 2011 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 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);
+}