/**************************************************************************** ** ** Copyright (C) 2015 The Qt Company Ltd. ** Contact: http://www.qt.io/licensing/ ** ** This file is part of the demonstration applications of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL21$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see http://www.qt.io/terms-conditions. For further ** information use the contact form at http://www.qt.io/contact-us. ** ** 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 or version 3 as published by the Free ** Software Foundation and appearing in the file LICENSE.LGPLv21 and ** LICENSE.LGPLv3 included in the packaging of this file. Please review the ** following information to ensure the GNU Lesser General Public License ** requirements will be met: https://www.gnu.org/licenses/lgpl.html and ** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** As a special exception, The Qt Company gives you certain additional ** rights. These rights are described in The Qt Company LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ 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); }