1/**************************************************************************** 2** 3** Copyright (C) 2015 The Qt Company Ltd. 4** Contact: http://www.qt.io/licensing/ 5** 6** This file is part of the demonstration applications of the Qt Toolkit. 7** 8** $QT_BEGIN_LICENSE:LGPL$ 9** Commercial License Usage 10** Licensees holding valid commercial Qt licenses may use this file in 11** accordance with the commercial license agreement provided with the 12** Software or, alternatively, in accordance with the terms contained in 13** a written agreement between you and The Qt Company. For licensing terms 14** and conditions see http://www.qt.io/terms-conditions. For further 15** information use the contact form at http://www.qt.io/contact-us. 16** 17** GNU Lesser General Public License Usage 18** Alternatively, this file may be used under the terms of the GNU Lesser 19** General Public License version 2.1 or version 3 as published by the Free 20** Software Foundation and appearing in the file LICENSE.LGPLv21 and 21** LICENSE.LGPLv3 included in the packaging of this file. Please review the 22** following information to ensure the GNU Lesser General Public License 23** requirements will be met: https://www.gnu.org/licenses/lgpl.html and 24** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. 25** 26** As a special exception, The Qt Company gives you certain additional 27** rights. These rights are described in The Qt Company LGPL Exception 28** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. 29** 30** GNU General Public License Usage 31** Alternatively, this file may be used under the terms of the GNU 32** General Public License version 3.0 as published by the Free Software 33** Foundation and appearing in the file LICENSE.GPL included in the 34** packaging of this file. Please review the following information to 35** ensure the GNU General Public License version 3.0 requirements will be 36** met: http://www.gnu.org/copyleft/gpl.html. 37** 38** $QT_END_LICENSE$ 39** 40****************************************************************************/ 41 42varying vec3 position, normal; 43varying vec4 specular, ambient, diffuse, lightDirection; 44 45uniform sampler2D tex; 46uniform sampler3D noise; 47 48//const vec4 marbleColors[2] = {vec4(0.9, 0.9, 0.9, 1), vec4(0.6, 0.5, 0.5, 1)}; 49uniform vec4 marbleColors[2]; 50 51void main() 52{ 53 float turbulence = 0.0; 54 float scale = 1.0; 55 for (int i = 0; i < 4; ++i) { 56 turbulence += scale * (texture3D(noise, 0.125 * gl_TexCoord[1].xyz / scale).x - 0.5); 57 scale *= 0.5; 58 } 59 60 vec3 N = normalize(normal); 61 // assume directional light 62 63 gl_MaterialParameters M = gl_FrontMaterial; 64 65 float NdotL = dot(N, lightDirection.xyz); 66 float RdotL = dot(reflect(normalize(position), N), lightDirection.xyz); 67 68 vec4 unlitColor = mix(marbleColors[0], marbleColors[1], exp(-4.0 * abs(turbulence))); 69 gl_FragColor = (ambient + diffuse * max(NdotL, 0.0)) * unlitColor + 70 M.specular * specular * pow(max(RdotL, 0.0), M.shininess); 71} 72